Star Champion
An stoic dwarf stands tall amongst a flaming inferno as he stares down a red dragon many times his size, he takes a steadying breath and raises his shining fists, preparing himself for yet another onslaught of whirling claws and gnashing teeth.
From the back of a rowdy tavern a smug looking human in a worn down attire hurls insults back an forth with a group of grizzled miners, eventually finding himself battered, bruised, and banned from yet another local tavern.
Swarmed by a writhing hoard of undead, a shining Elf coats her blade with the same glow that surounds her, cutting off one approaching monstrosity after another, all while keeping the frightened young tiefling wrapped around her ankle safe and secure.
When the situation is at its most dire, the Star Champions will give their all. These stalwart warriors use their cosmic energy to bring down their target or become the last line of defense between their allies and certain doom.
Cosmic Fighters
Whether born with a spark of innate Astral potential within them, or gifted their Stellar abilities by a powerful entity, Star Champions at their core are walking incarnations of Cosmic potential. Star Champions are a rare occurrence amongst mortals, and their innate power often leads to them being the center of attention. However, this power does have its downsides, and when not used, it finds ways to spill out into the world.
Often, the astral spark within a Star Champion is what motivates them to adventure. Some are seeking out others who also wield these powers, and others look to master their innate ability.
Force of Astral Prowess
The Cosmos is an integral part of the life of any Star Champion, suffusing their body, mind, and soul. For some, this power is inherited from a bloodline that carries the cosmic spark of a powerful being. Others manifest their power randomly, having it burst forth in unexpected ways. The appearance of power is unpredictable, some bloodlines producing a Star Champion once a generation, and in others, each descendant has cosmic potential.
Whatever their origins, Star Champions have to learn how to control their abilities and have to hone their bodies to withstand the energies that they deal with. They draw the power from entities far beyond the stars, and they can harness their power to produce overwhelming feats.
Creating a Star Champion
When you are creating your Star Champion, consider these two specific elements: the origin of the spark that has given them their powers and how it has manifested, and how they intend to use this Cosmic brilliance. Have you accepted this power, or do you resent it for the expectations it has laid upon you?
Star Champion are known for their martial prowess, but that doesn't always come naturally. You might've enjoyed years of formal training in an army or militia, or perhaps you studied under the tutelage of a mentor keen on sharpening the skills you had at a young age.
After adventuring for some time, all Star Champion receive the blessings of a Star. Is the spark within you a festering curse that will only make you more ruthless as time passes, or is it a blessing that allows them to execute those aligned with forces that would watch the world burn? You may possibly divine it as an instrument that has allowed you to do as you see fit.
Multiclassing and the Star Champion
If your group uses the optional multiclassing rule, here's what you need to know if you choose to take a level in the Star Champion class.
Ability Score Minimum. As a multiclass character, you must have at least a 13 in Strength or Dexterity and a 13 on Charisma to take a level in this class, or to take a level in another class if you are already a Star Champion.
Proficiencies. If Star Champion isn't your initial class, here are the proficiencies you gain when you take your first level as a Star Champion: simple weapons.
Star Champion
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Star Ring, Unarmored Defense
2nd
+2
Constellation
3rd
+2
Stars, Asterism
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Constellation Feature
7th
+3
Star Ring (stage 2)
8th
+3
Ability Score Improvement
9th
+4
─
10th
+4
Constellation Feature
11th
+4
Star Ring (stage 3)
12th
+4
Ability Score Improvement
13th
+5
─
14th
+5
Constellation Feature
15th
+5
Star Ring (stage 4)
16th
+5
Ability Score Improvement
17th
+6
─
18th
+6
Constellation Feature
19th
+6
Ability Score Improvement
20th
+6
The Origin Star
Class Features
As a Star Champion, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Star Champion level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Star Champion level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor.
- Weapons: Simple weapons, Martial weapons
- Tools: None
- Saving Throws: Dexterity, Charisma
- Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Performance, and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon or martial weapon
- (a) a shortbow and 20 arrows or (b) two Javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather Armor
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Quick Build
You can make a Star Champion quickly by using these suggestions. First, make Charisma, Dexterity or Strength your highest ability score (depending on the constellation), followed by Constitution or Charisma if it isn't your main score. Second, choose the Astral Drifter(AAG) or
Wildspacer(AAG) background.
Fighting Style
At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Wrestler
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Dual Wielding
When two-weapon fighting, you can make your additional
off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
Whether born with a spark of innate Astral potential within them, or gifted their Stellar abilities by a powerful entity, Star Champions at their core are walking incarnations of Cosmic potential. Star Champions are a rare occurrence amongst mortals, and their innate power often leads to them being the center of attention. However, this power does have its downsides, and when not used, it finds ways to spill out into the world.
Often, the astral spark within a Star Champion is what motivates them to adventure. Some are seeking out others who also wield these powers, and others look to master their innate ability.
Force of Astral Prowess
The Cosmos is an integral part of the life of any Star Champion, suffusing their body, mind, and soul. For some, this power is inherited from a bloodline that carries the cosmic spark of a powerful being. Others manifest their power randomly, having it burst forth in unexpected ways. The appearance of power is unpredictable, some bloodlines producing a Star Champion once a generation, and in others, each descendant has cosmic potential.
Whatever their origins, Star Champions have to learn how to control their abilities and have to hone their bodies to withstand the energies that they deal with. They draw the power from entities far beyond the stars, and they can harness their power to produce overwhelming feats.
Creating a Star Champion
When you are creating your Star Champion, consider these two specific elements: the origin of the spark that has given them their powers and how it has manifested, and how they intend to use this Cosmic brilliance. Have you accepted this power, or do you resent it for the expectations it has laid upon you?
Star Champion are known for their martial prowess, but that doesn't always come naturally. You might've enjoyed years of formal training in an army or militia, or perhaps you studied under the tutelage of a mentor keen on sharpening the skills you had at a young age.
After adventuring for some time, all Star Champion receive the blessings of a Star. Is the spark within you a festering curse that will only make you more ruthless as time passes, or is it a blessing that allows them to execute those aligned with forces that would watch the world burn? You may possibly divine it as an instrument that has allowed you to do as you see fit.
Multiclassing and the Star Champion
If your group uses the optional multiclassing rule, here's what you need to know if you choose to take a level in the Star Champion class.
Ability Score Minimum. As a multiclass character, you must have at least a 13 in Strength or Dexterity and a 13 on Charisma to take a level in this class, or to take a level in another class if you are already a Star Champion.
Proficiencies. If Star Champion isn't your initial class, here are the proficiencies you gain when you take your first level as a Star Champion: simple weapons.
Star Champion
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Star Ring, Unarmored Defense
2nd
+2
Constellation
3rd
+2
Stars, Asterism
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Constellation Feature
7th
+3
Star Ring (stage 2)
8th
+3
Ability Score Improvement
9th
+4
─
10th
+4
Constellation Feature
11th
+4
Star Ring (stage 3)
12th
+4
Ability Score Improvement
13th
+5
─
14th
+5
Constellation Feature
15th
+5
Star Ring (stage 4)
16th
+5
Ability Score Improvement
17th
+6
─
18th
+6
Constellation Feature
19th
+6
Ability Score Improvement
20th
+6
The Origin Star
Class Features
As a Star Champion, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Star Champion level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Star Champion level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor.
- Weapons: Simple weapons, Martial weapons
- Tools: None
- Saving Throws: Dexterity, Charisma
- Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Performance, and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon or martial weapon
- (a) a shortbow and 20 arrows or (b) two Javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather Armor
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Quick Build
You can make a Star Champion quickly by using these suggestions. First, make Charisma, Dexterity or Strength your highest ability score (depending on the constellation), followed by Constitution or Charisma if it isn't your main score. Second, choose the Astral Drifter(AAG) or
Wildspacer(AAG) background.
Fighting Style
At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Wrestler
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Dual Wielding
When two-weapon fighting, you can make your additional
off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
The Cosmos is an integral part of the life of any Star Champion, suffusing their body, mind, and soul. For some, this power is inherited from a bloodline that carries the cosmic spark of a powerful being. Others manifest their power randomly, having it burst forth in unexpected ways. The appearance of power is unpredictable, some bloodlines producing a Star Champion once a generation, and in others, each descendant has cosmic potential.
Whatever their origins, Star Champions have to learn how to control their abilities and have to hone their bodies to withstand the energies that they deal with. They draw the power from entities far beyond the stars, and they can harness their power to produce overwhelming feats.
Creating a Star Champion
When you are creating your Star Champion, consider these two specific elements: the origin of the spark that has given them their powers and how it has manifested, and how they intend to use this Cosmic brilliance. Have you accepted this power, or do you resent it for the expectations it has laid upon you?
Star Champion are known for their martial prowess, but that doesn't always come naturally. You might've enjoyed years of formal training in an army or militia, or perhaps you studied under the tutelage of a mentor keen on sharpening the skills you had at a young age.
After adventuring for some time, all Star Champion receive the blessings of a Star. Is the spark within you a festering curse that will only make you more ruthless as time passes, or is it a blessing that allows them to execute those aligned with forces that would watch the world burn? You may possibly divine it as an instrument that has allowed you to do as you see fit.
Multiclassing and the Star Champion
If your group uses the optional multiclassing rule, here's what you need to know if you choose to take a level in the Star Champion class.
Ability Score Minimum. As a multiclass character, you must have at least a 13 in Strength or Dexterity and a 13 on Charisma to take a level in this class, or to take a level in another class if you are already a Star Champion.
Proficiencies. If Star Champion isn't your initial class, here are the proficiencies you gain when you take your first level as a Star Champion: simple weapons.
Star Champion
Level
Proficiency Bonus
Features
1st
+2
Fighting Style, Star Ring, Unarmored Defense
2nd
+2
Constellation
3rd
+2
Stars, Asterism
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Constellation Feature
7th
+3
Star Ring (stage 2)
8th
+3
Ability Score Improvement
9th
+4
─
10th
+4
Constellation Feature
11th
+4
Star Ring (stage 3)
12th
+4
Ability Score Improvement
13th
+5
─
14th
+5
Constellation Feature
15th
+5
Star Ring (stage 4)
16th
+5
Ability Score Improvement
17th
+6
─
18th
+6
Constellation Feature
19th
+6
Ability Score Improvement
20th
+6
The Origin Star
Class Features
As a Star Champion, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Star Champion level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Star Champion level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor.
- Weapons: Simple weapons, Martial weapons
- Tools: None
- Saving Throws: Dexterity, Charisma
- Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Performance, and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon or martial weapon
- (a) a shortbow and 20 arrows or (b) two Javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather Armor
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Quick Build
You can make a Star Champion quickly by using these suggestions. First, make Charisma, Dexterity or Strength your highest ability score (depending on the constellation), followed by Constitution or Charisma if it isn't your main score. Second, choose the Astral Drifter(AAG) or
Wildspacer(AAG) background.
Fighting Style
At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Wrestler
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Dual Wielding
When two-weapon fighting, you can make your additional
off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
When you are creating your Star Champion, consider these two specific elements: the origin of the spark that has given them their powers and how it has manifested, and how they intend to use this Cosmic brilliance. Have you accepted this power, or do you resent it for the expectations it has laid upon you?
Star Champion are known for their martial prowess, but that doesn't always come naturally. You might've enjoyed years of formal training in an army or militia, or perhaps you studied under the tutelage of a mentor keen on sharpening the skills you had at a young age.
After adventuring for some time, all Star Champion receive the blessings of a Star. Is the spark within you a festering curse that will only make you more ruthless as time passes, or is it a blessing that allows them to execute those aligned with forces that would watch the world burn? You may possibly divine it as an instrument that has allowed you to do as you see fit.
Multiclassing and the Star Champion
If your group uses the optional multiclassing rule, here's what you need to know if you choose to take a level in the Star Champion class.
Ability Score Minimum. As a multiclass character, you must have at least a 13 in Strength or Dexterity and a 13 on Charisma to take a level in this class, or to take a level in another class if you are already a Star Champion.
Proficiencies. If Star Champion isn't your initial class, here are the proficiencies you gain when you take your first level as a Star Champion: simple weapons.
Star Champion
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Fighting Style, Star Ring, Unarmored Defense |
2nd | +2 | Constellation |
3rd | +2 | Stars, Asterism |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Constellation Feature |
7th | +3 | Star Ring (stage 2) |
8th | +3 | Ability Score Improvement |
9th | +4 | ─ |
10th | +4 | Constellation Feature |
11th | +4 | Star Ring (stage 3) |
12th | +4 | Ability Score Improvement |
13th | +5 | ─ |
14th | +5 | Constellation Feature |
15th | +5 | Star Ring (stage 4) |
16th | +5 | Ability Score Improvement |
17th | +6 | ─ |
18th | +6 | Constellation Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | The Origin Star |
Class Features
As a Star Champion, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Star Champion level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Star Champion level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor.
- Weapons: Simple weapons, Martial weapons
- Tools: None
- Saving Throws: Dexterity, Charisma
- Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Performance, and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon or martial weapon
- (a) a shortbow and 20 arrows or (b) two Javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather Armor
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Quick Build
You can make a Star Champion quickly by using these suggestions. First, make Charisma, Dexterity or Strength your highest ability score (depending on the constellation), followed by Constitution or Charisma if it isn't your main score. Second, choose the Astral Drifter(AAG) or
Wildspacer(AAG) background.
Fighting Style
At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Wrestler
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Dual Wielding
When two-weapon fighting, you can make your additional
off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
As a Star Champion, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Star Champion level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Star Champion level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor.
- Weapons: Simple weapons, Martial weapons
- Tools: None
- Saving Throws: Dexterity, Charisma
- Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Performance, and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon or martial weapon
- (a) a shortbow and 20 arrows or (b) two Javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather Armor
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Quick Build
You can make a Star Champion quickly by using these suggestions. First, make Charisma, Dexterity or Strength your highest ability score (depending on the constellation), followed by Constitution or Charisma if it isn't your main score. Second, choose the Astral Drifter(AAG) or
Wildspacer(AAG) background.
Fighting Style
At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Wrestler
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Dual Wielding
When two-weapon fighting, you can make your additional
off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
- Hit Dice: 1d10 per Star Champion level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Star Champion level after 1st
Proficiencies
- Armor: Light Armor, Medium Armor.
- Weapons: Simple weapons, Martial weapons
- Tools: None
- Saving Throws: Dexterity, Charisma
- Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Performance, and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon or martial weapon
- (a) a shortbow and 20 arrows or (b) two Javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather Armor
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Quick Build
You can make a Star Champion quickly by using these suggestions. First, make Charisma, Dexterity or Strength your highest ability score (depending on the constellation), followed by Constitution or Charisma if it isn't your main score. Second, choose the Astral Drifter(AAG) or
Wildspacer(AAG) background.
Fighting Style
At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Wrestler
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Dual Wielding
When two-weapon fighting, you can make your additional
off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
- Armor: Light Armor, Medium Armor.
- Weapons: Simple weapons, Martial weapons
- Tools: None
- Saving Throws: Dexterity, Charisma
- Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Performance, and Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon or martial weapon
- (a) a shortbow and 20 arrows or (b) two Javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather Armor
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Quick Build
You can make a Star Champion quickly by using these suggestions. First, make Charisma, Dexterity or Strength your highest ability score (depending on the constellation), followed by Constitution or Charisma if it isn't your main score. Second, choose the Astral Drifter(AAG) or
Wildspacer(AAG) background.
Fighting Style
At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Wrestler
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Dual Wielding
When two-weapon fighting, you can make your additional
off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
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The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon or martial weapon
- (a) a shortbow and 20 arrows or (b) two Javelins
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather Armor
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Quick Build
You can make a Star Champion quickly by using these suggestions. First, make Charisma, Dexterity or Strength your highest ability score (depending on the constellation), followed by Constitution or Charisma if it isn't your main score. Second, choose the Astral Drifter(AAG) or
Wildspacer(AAG) background.
Fighting Style
At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Wrestler
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Dual Wielding
When two-weapon fighting, you can make your additional
off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
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You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
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You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
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The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
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Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
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You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
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Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
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When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
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When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
You can make a Star Champion quickly by using these suggestions. First, make Charisma, Dexterity or Strength your highest ability score (depending on the constellation), followed by Constitution or Charisma if it isn't your main score. Second, choose the Astral Drifter(AAG) or Wildspacer(AAG) background.
Fighting Style
At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Wrestler
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Dual Wielding
When two-weapon fighting, you can make your additional
off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
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The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
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Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
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You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
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When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
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When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Wrestler
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Dual Wielding
When two-weapon fighting, you can make your additional
off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.
Dual Wielding
When two-weapon fighting, you can make your additional
off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
When two-weapon fighting, you can make your additional off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Versatility
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
You gain a +1 bonus to attack rolls you make with simple and martial weapons. You only gain this benefit while not wielding a shield.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
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When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
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When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Cosmic Defense
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
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You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
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The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
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Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
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You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
While you are not wearing armor or a shield, you gain a +2 bonus to AC.
Parrying
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
You can wield a dagger in your off hand for two weapon fighting even if the weapon in your main hand does not have the light property. While wielding a dagger, you can use your reaction when you are hit by an attack made with a melee weapon to reduce the damage you take by 1d4+your dexterity modifier.
Agile Fighting
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
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When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
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The restrained creature has disadvantage on Strength and Dexterity saving throws.
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The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving in and out of it's attack range.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
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You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
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The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
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Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
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You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
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Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
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When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
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When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Unarmored Defense
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma
modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
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You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
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You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
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The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
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Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
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You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
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Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
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When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
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When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
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The restrained creature has disadvantage on Strength and Dexterity saving throws.
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The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
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The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
Star Ring (Stage 1)
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required).
While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
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You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
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You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
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The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
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Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
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You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
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Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.
You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required). While your Star Ring is active, you gain the following benefits:
- Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
- You can use your action to launch a Star Blast (Ranged Spell attack, 1d8 + Your Charisma modifier radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d8 for every stage of your Star Ring above the 1.
You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.
Constellation
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
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When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.
Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.
Stars
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
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The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
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Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
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You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
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The restrained creature has disadvantage on Strength and Dexterity saving throws.
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The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
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The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.
You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars reignite when you finish a long rest.
Saving Throws
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Asterism save DC = 8 + your proficiency bonus + your Charisma modifier
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
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You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
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You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
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The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
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Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
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You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
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Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
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When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
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When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:
Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
When you reach 4th level, and again at 8th, 10th, 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.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
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When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Star Ring (stage 2)
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
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When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
At 7th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.
-
You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
Star Ring (stage 3)
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to
five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
At 11th level. In addition to the normal effects of your Star Ring, you gain the following:
-
The lunge from the 1st stage gets improved, now you can lunge up to 30 feet and this movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
-
Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to five times your level, so long as you are conscious.
Star Ring (stage 4)
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
At 15th level. In addition to the normal effects of your Star Ring, you gain the following:
-
You gain temporary hit points equal to your Charisma modifier at the start of each of your turns.
-
Your speed increases by 5 times your proficiency bonus (PB).
The Origin Star
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
When you reach 20th level your understanding of the stars reaches its peak. Your detonated stars now reignite when you take a Short rest. You also reignite 1 Star when scoring a critical hit with an attack, and when reducing a dangerous, hostile creature to zero hit points.
Constellations
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.
Orion
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
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When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
Those who embody the Orion constellation are driven by a steadfast commitment to their allies. Focused and resolute, they utilize a variety of celestial techniques to support their companions. Whether enhancing their strength with astral auras, providing strategic guidance, or using cosmic energy to shield them from harm, these Star Champions are unwavering in their dedication. They do not rely solely on arrows but combine their diverse skills to ensure their allies' success and safety in every battle.
Orion's Singularity
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
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When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill and can use your Charisma in place of Wisdom for checks involving this and your Perception skill. You also gain proficiency with all ranged weapons. When you make a ranged weapon attack while your Star Ring is active, you can produce your own ammunition called star bolts. These projectiles let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks. and they do either Radiant, Piercing or Slashing damage (your choice).
Mark of the Astral Hunter
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Survival or Perception checks made against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.
Shining Fracture
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Bolt, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.
Astral Hunter Stance
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
14th-level Orion's Constellation feature
Through your connection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:
- You gain a bonus to ranged attack rolls equal to your Charisma modifier.
- Your ranged weapon's short range and long range both double.
- When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.
Cosmic Blend
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.
Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.
Ursa Major
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. These Star Champions don't worry about tactics, or skill. They just use overwhelming strength to destroy whoever stands in their way.
Ursa Major's Singularity
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
2nd-level Ursa Major's Constellation feature
Your unarmed strike uses a d6 for damage and while your Star Ring is active your unarmed strikes roll one additional damage die. Also, You can use Strength instead of Dexterity for your Unarmored Defense feature.
Astral Bear Claws
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at
6th level, your unarmed strikes count as magical
for the purposes of overcoming resistances and
immunities to non-magical attacks and damage.
Rending Paws
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
10th-level Ursa Major's Constellation feature
You've learned to bring fort the might of the Ursa Major's Paws, allowing the Origin Bear's Astral energy to either empower or refine your strikes. When you make an unarmed strike, you can choose between Crushing bear paw or Piercing bear paw, each granting one of the following benefits:
Crushing bear paw. Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Piercing bear paw. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -10 on a hit (to a minimum of 1 damage).
You can also choose to activate neither of these benefits and carry your attack as normal.
Ursus Resiliance
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
14th-level Ursa Major's Constellation feature
You can shrug off physical blows that would devastate lesser warriors. When you make a Strength, Dexterity, Constitution, or death saving throw, you roll a d6 and add it to your roll.
Should you roll a 20 or higher on a death saving throw, you instantly regain consciousness and stand up with 1 hit point.
Primordial Bear
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
18th-level Ursa Major's Constellation feature
You embody the raw power of the Ursa Major and have exceeded the physical limits of normal mortals. While your Star Ring is active both your Strength and Constitution scores increase by 4, and they can exceed the 20 limit in this way.
Canis Major
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.
Canis Major's Singularity
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.
Starting at this level, you can use your action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, it obeys your commands and can mentally share its thoughts with you as long as you are in the same plane. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge.
When you Summon the Heavenly Wolf, it comes with a sword on its mouth that you can take, You are proficient with it while you wield it. This sword has the same properties as a longsword, but you can use your Dexterity, in place of Strength, for the attack and damage rolls for it, and on a hit it deals either Slashing or Radiant damage (your choice). If you drop the weapon, it dissipates at the end of your turn, unless the Heavenly Wolf picks it up in its mouth. While your Star Ring is active, you can manifest an astral copy of this sword on your other hand if empty (no action required) and You can use two-weapon fighting with it regardless of the properties of the original weapon. The astral copy banishes if it leaves your hand.
You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or the wolf, but it will still count as a full use of this feature.
Immortal Slaying Sword
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
6th-level Canis Major's Constellation feature
The Heavenly Wolf Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical
for the purposes of overcoming resistances and immunities to non-magical attacks and damage.
Even gods must fear me
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
10th-level Canis Major's Constellation feature
You gain immunity against the Frightened condition, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's under the Frightened condition you can add your proficiency bonus to the damage of the attack.
Bloodmoon
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.
-
When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.
-
When you score a critical hit, The Heavenly Wolf can immediately use it's Fear Glare ability as a free action.
Heavenly Wolf Frenzy
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
Str 14 (+2)
Dex 14 (+2)
Con 14 (+2)
Int 4 (-3)
Wis 10 (+0)
Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune
to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
18th-level Canis Major's Constellation feature
At 18th level, you can focus your hatred to unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.
Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.
Heavenly Wolf
Medium Celestial Fiend, Chaotic Evil
- Armor Class 14 + PB (natural armor)
- Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
- Speed 40 ft.
STR DEX CON INT WIS CHA Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 4 (-3) Wis 10 (+0) Cha 14 (+2)
- Saving Throws Dex (+2) plus PB, Con (+2) plus PB
- Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
- Condition Immunities charmed, frightened.
- Senses darkvision 60 ft., passive perception 10 + (PB x 2)
- Languages understands celestial, abyssal and the languages you speak.
- Proficiency Bonus (PB) equals your bonus
Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.
Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.
Flicker. While you can see it, The Heavenly Wolf is immune to damage from area effects (such as a fireball spell).
Actions
Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.
Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.
Heavenly Wolf abilities
Ability score improvement
You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.
Fear Glare
Level 6 Star Champion
The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 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. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.
Hatred Howl:
Level 10 Star Champion
The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.
The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.
Asterism List
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
The Hunter's Asterism
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Orion's Belt
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Orion's Sword
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)
Sunblast Star Arrow
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is considered as sunlight.
Star Gate
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
13th level Orion's Constellation
As an action you can detonate 6 of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.
When you use this Asterism, You and anyone who teleported with you gains the effects of the invisibility spell for 1 minute.
If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.
Unless Seen while activating it, this action is undetectable.
Black Hole
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.
If this attack reduces the target to 50 hit points of fewer, it's shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.
The Bear's Asterism
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Cosmic Bear Pelt
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
3rd level Ursa Major's Constellation
Whenever you take damage, you may use your reaction to detonate one of your stars and reduce the incoming damage by a number of d6 equal to your Charisma modifier (minimum 1d6).
Nebula Dreadclaws
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.
Each creature in an adjacent 30-foot cone must make a Dexterity saving throw. A target takes 2d6 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d6 for every star detonated to activate this Asterism.
Astral Bear Projection
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
9th level Ursa Major's Constellation
Your initial connection with the Ursa Major is complete, allowing you to unleash a vestige of its full potential. As a bonus action, you can detonate one of your stars to summon a projection of the Ursa Major around your body and awaken it for 1 minute. This awakening ends early if you are incapacitated or die.
While the projection is awakened it makes You count as one size larger as if you had been the target of an enlarge/reduce spell. You have resistance to bludgeoning, piercing, and slashing damage. When you make a Strength-based ability check or saving throw while enlarged this way, you add your Charisma modifier to the roll.
Unbreakable Star
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
13th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can detonate a number of your Stars up to your Proficiency Bonus and fall to 1 hit point instead. For each Star you detonated, you roll 2d8, and you gain temporary hit points equal to the total rolled.
Ursus Nova
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
17th level Ursa Major's Constellation
As an action You detonate 6 of your stars and gather that energy around you in the form of an energy bubble, granting you resistance to all damage except psychic damage and storing any damage that you're done into the bubble until the end of your next turn. You can then choose to quickly detonate the bubble (no action required), causing a massive explosion. Each creature in a 30-foot radius Sphere centered around you must succeed on a Dexterity saving throw or take twice the damage stored in the bubble as Force damage, half as much on a successful save.
You can choose to not detonate the bubble and instead concentrate on it as if it was a spell for a single subsequent turn. The bubble will detonate prematurely if you break concentration or after you take any action, bonus action or reaction that is not Ursus Nova.
The Wolf's Asterism
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.
Focus Fear
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
3rd level Canis Major's Constellation
As an action, you can detonate one of your stars to put a creature you can see within 60 feet under the effects of the 'Cause Fear' Spell.
Sirius' Binding Chains
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
5th level Canis Major's Constellation
As an action, you can detonate 2 of your stars to target one creature within 60 feet that you or The Heavenly Wolf can see. The target must succeed on a Dexterity saving throw or be restrained by ethereal chains for the duration. While restrained in this way, the creature can use its action to make a Strength check to break free. On a success, the effect ends.
You must concentrate on this technique as if you were concentrating on a spell.
While a creature is restrained by Sirius' Binding Chains, the following effects apply:
-
The restrained creature has disadvantage on Strength and Dexterity saving throws.
-
The chains tighten every turn, causing the restrained creature to take force damage equal to 2d6 + your Charisma modifier at the end of its turn.
-
The restrained creature cannot use reactions.
Heavenly Star Lamentation
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn. A creature must be able to hear the Howl to be affected by it.
Instantaneous Hell Calamity
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failure, it loses the ability to distinguish friend from foe, regarding all creatures as enemies for the next minute. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.
Heaven Wounding Heartless Sword
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.
17th level Canis Major's Constellation
At the chant of 'Earth grieves heavens wounded, solely hatred without heart'
You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you hit it with the Heavenly Wolf Sword you have a bonus to the damage roll equal to your charisma modifier.
You can only attack that target and must use your action to attack it no matter what.
At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you.
This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.
The Star Champion
Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.
Version Info
This is Version 2.1 Alpha of the The Star Champion class, created by SxRain
Art Credits to Their Respective Creators
More of my homebrew can be found on my GMBinder profile.