Constellaire

by SwordMeow

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Constellaire

An elder star-watcher reads the bounty on the board. Quick fey thieves looting trade caravans and making off in the blink of an eye! This isn't the first time his star-crossed skill with the blade would be needed, and it won't be the last.

The Knight of Day reeled from a blow in the arena, eating the assault of the champion gladiator. Before he has a chance to recover from extending his blade, the knight arcs a one-handed greataxe perfectly between his head and shoulders.

The goblin horde ignored the armored blue guard and ran right past them toward the unarmored weaklings using magic. Before they could get all the way there, the blue guard raises their halberd high and gains their own gravity, yanking the goblins right back into the halberd's reach.

These constellaires are all in different moments of time walking their own paths, but are united by their arc of divinity. In their spiritual tie to heavenly bodies, they have learned to grasp perfection, and rely on it to save their friends, bring themselves glory, or build a renown of fear.









Born under a Constellation

Constellaires have a particular shared birth. From the north to the south all constellaires are born under one constellation or another. The same set of stars has different meanings and exact shapes wherever you go. You can roll or choose the star your constellaire was born under below.

d6 Loot
1 A Crab of Freedom, a group of three wanderers
2 Thief in the Moonmaid, an icy song
3 Menelmacar, the swordsman of the sky
4 Ship, Hammer and Leopard of a past age
5 Manaiakalani, the hook-sickle of a great hero-king
6 Kasterborous, the grand sundial of the heavens

Quick Build

You can make a constellaire quickly by following these suggestions. Either make Strength your highest ability score and choose the halberd or make Dexterity your highest ability score and choose the heavy crossbow. Then, make Constitution your next highest score and choose the sailor background.

Multiclassing

The prerequisites for multiclassing into a constellaire are a Strength and Dexterity score of 13. When you multiclass into constellaire, you gain proficiency with light armor, medium armor and shields, and simple and martial weapons.

 Constellaire
Level Proficiency
Bonus
Features Arcs
1st +2 Arc of Divinity, Heavenly Body 2
2nd +2 Celestial Gravity, Fighting Style 2
3rd +2 Heavenly Body feature 3
4th +2 Ability Score improvement 3
5th +3 Critical Attack, Fighting Grace 3
6th +3 Heavenly Body feature 4
7th +3 Star's Reach,
Tongue of the Sun and Moon
4
8th +3 Ability Score improvement 4
9th +4 Heavenly Body feature 4
10th +4 Ability Score improvement 4
11th +4 Eclipse Attack 4
12th +4 Ability Score improvement 5
13th +5 Heavenly Body feature 5
14th +5 Celestial Form 5
15th +5 Heavenly Body feature 5
16th +5 Ability Score improvement 5
17th +6 Syzygy Attack 6
18th +6 Heavenly Body feature 6
19th +6 Ability Score improvement 6
20th +6 Heavenly Body feature Unlimited

Class Features

As a Constellaire, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per constellaire level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your
    Constitution modifier

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None


  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, Arcana, History, Insight, Intimidation, Investigation, Persuasion, Religion, Sleight of Hand, and Survival


Equipment

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

  • (a) a halberd or (b) any martial weapon
  • (a) two chakrams or (b) any simple weapon
  • (a) leather armor, (b) scale mail or (c) chain mail
  • An explorer's pack and four daggers

Chakram
The chakram is a simple melee weapon. It costs 5 silver, deals 1d6 slashing damage, weighs 1 lb., and has finesse and thrown (range 20/60) properties.


Arc of Divinity

In battle, you move with divine grace. On your turn, you can enter an arc of divinity as a bonus action. While arcing, you gain the following benefits if you have one hand empty:

  • Creatures always draw attacks of opportunity from you when leaving your weapon's range.
  • When you make a weapon attack using one hand, you can make it automatically hit once per turn, after you see the roll but before you know the result.
  • You can wield a weapon you're holding with one hand as a shield. When you do, you add that weapon's damage dice to your Strength and Dexterity saving throws.

If you are able to cast spells, you can't cast them, concentrate on them or expend spell slots while arcing.

Your arc lasts for 1 minute. It ends early if you are unconscious or if your turn ends and you haven't damaged a hostile creature since your last turn or been attacked since then. You can also end your arc early on your turn.

Once you have arced a number of times shown for your constellaire level in the Arcs column of the Constellaire table, you must finish a long rest before you can arc again.

Heavenly Body

At 1st level, you choose a heavenly body to venerate and embody in your visage. Choose between the Lunaris and the Solaris, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 6th, 9th, 13th, 15th, 17th, and 20th levels.

Celestial Gravity

At 2nd level, you can bring about the aspect of gravity from celestial bodies. When you end your turn, you can momentarily activate gravity. Each hostile creature within 15 feet of yourself or your melee weapon's reach must succeed on a Strength saving throw or be pulled 15 feet closer to you. The DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier.

You can use this feature half as many times as you have arcs, shown on the Constellaire table. You regain all expended uses when you finish a short or long rest.

Fighting Style

At 2nd level, you adopt a particular style of fighting
as your specialty. Choose one of the following options.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you a wielding a melee weapon in one hand and no weapon in the other, you gain a +2 to bonus to damage rolls with that weapon, and a +4 bonus if the other hand is empty.

Great Weapon Grace

You can wield a weapon with the two-handed property in only one of your hands with your other hand empty.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Grid++ Variant
With Grid++, you can choose between Great Weapon Grace or any fighting specialization feat as normal.

Ability Score Improvement

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

Critical Attack

Beginning at 5th level, you can turn an attack you hit into a critical hit once per turn.

Fighting Grace

Starting at 5th level, you reroll 1s you roll for attack and damage rolls of weapons, including dice rerolled with this feature.

Star's Reach

At 7th level, your reach for all weapons increases by 10 feet. The afterlight of your attacks follows your swings and shots.

Tongue of the Sun and Moon

Also at 7th level, you understand all spoken languages and any creature that can understand a language can understand what you say.

Eclipse Attack

Beginning at 11th level, you can turn a critical hit you score into tripling the damage dice from the attack once per turn.

Celestial Form

Starting at 14th level, you gain expertise in Strength and Dexterity saving throws while arcing.

Syzygy Attack

Beginning at 17th level, you can turn a critical hit you score into quadrupling the damage dice from the attack once per turn.

Heavenly Bodies

All constellaires arc across the sky, but they worship and associate with one heavenly form in particular.

Body of the Lunaris

Path of the Night

At 1st level, you gain expertise with navigator's tools.

Lunaris Strike

Also at 1st level, you know the lunaris strike. You can add 1d6 psychic damage to attacks you hit once per turn.

Additionally, when you hit a creature, you can see it in darkness or invisibility as if it were in bright light until you rest.

Arc of the Moon

At 3rd level when you arc, you gain psychic resistance and can become invisible until you attack. At the end of each of your turns you become invisible again until your arc ends.

Night's Clarity

Starting at 6th level, you can't be charmed or mind controlled in any way while arcing.

Great Arc

Beginning at 9th level, while arcing you can stay invisible when you attack.

Lunar Lore

At 13th level, you can cast legend lore without the material components while under a moon.

Cycle of the Moon

Starting at 15th level, while arcing you can teleport to your position you had at the start of your turn (no action required).

Eyes of the Moon

At 17th level, you can release a torrent of moonlight as an action. Each creature without fey ancestry that can see you becomes charmed by you until the end of your next turn.

Blue Moon

At 20th level, you unlock the power of the blue moon. While arcing you can become ethereal, and can affect the material and ethereal planes at the same time.

While you benefit from the blue moon, creatures you can see can't benefit from any other moon than blue.

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

Body of the Solaris

Path of the Day

At 1st level, you gain expertise with cartographer's tools.

Solaris Strike

Also at 1st level, you know the solaris strike. You can add 1d6 radiant damage to melee attacks you hit once per turn.

Additionally, when you hit a creature, it can't regain hitpoints until you rest.

Arc of the Sun

At 3rd level when you arc, you gain radiant resistance and can shine with bright light for 60 feet and dim light for another 60. While shining you have half cover against melee attacks and three-quarters cover against everything else.

Day's Clarity

Starting at 6th level, while arcing you can't be blinded or frightened and can see through magical darkness.

Great Arc

Beginning at 9th level, the light you shine with Arc of the Sun becomes sunlight.

Solar Gaze

At 13th level, you gain truesight to a range of 120 feet.

Wings of Light

Starting at 15th level, while arcing you gain wings of light with a flight speed of 150 feet.

Eyes of the Sun

At 17th level, you can release a torrent of sunlight as an action. The torrent is 15 feet wide and 50 feet long. Each creature in it takes 9d6 radiant damage.

Reflection of the Sun

At 20th level, you unlock the reflection of the sun. While arcing you can turn any time of day to high noon, and any creature not resistant or immune to radiant damage automatically misses its attacks against you.

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


Art Credits in Order of Appearance

Star-Crossed, vulpetrope
RKPsolarsymbol01, wikimedia commons
Two AI generated artworks (image links accessible in gmbinder source, they are the original uploads)
黑裙, damaoye
流金, damaoye

Homebrew by Swordmeow

See more of my works on:
tinyurl.com/swordmeow
reddit.com/r/meowmagic
patreon.com/meowmagic

 

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