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.
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___
#####
> ## 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.
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### 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.
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#
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.
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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).
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#####
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.
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####
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.
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#####
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.
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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](https://www.gmbinder.com/profile/SxRain) profile.
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