Starseer (5e Class)
Starseer
Surrounded by a group of goblins, a starseer in white robes looks up at the black night sky. She peers into the depths of space and into the light of the stars, while the goblins look at her cautiously. By the time they decide to run in and attack, it is too late. In instant the seer breaks her line of sight with the stars, filled to the brim with astral power. With a flick of her hand, light falls down from the stars and onto the goblins, obliterating all of them in a bright flash of light. This individual is a starseer named Steorra, and she has dedicated her entire life to watching and maintaining the overflowing power of the cosmos.
Starseers are beings that channel the power of the cosmos to perfrom stunning feats of magic. They stare deeply into space and bend astral objects to see the future and replicate powers. Some are chosen guardians that watch over the cosmos at their discretion. Others are scholars that stare into space with a never ending curiosity; trying desperately to see whats beyond our view in space. Some are fortune tellers hired by kings and nobles to see the future, while others are mischevious astral walkers that bend space to thier will. Starseers have the mark of Dhehin on thier eyes, which allow them to see past the atmosphere and into the deep reaches of space. Starseers are born with this mark, and given practice and time, a person with this mark can train their eyes to see deeper into space and become a starseer. They are not limited to divination or spell casting however, as their excellent eyesight make them good snipers and scholars.
Creating a Starseer
As you create a starseer, think about their motivation for watching the cosmos. Looking into space is mentally draining and time consuming, so your character must have a strong resolve and motivation to become a starseer, especially since it takes so much practice. A starseer without the motivation or resolve to look into space is often deemed to a normal life without magic. You should also keep in mind that a starseer can be a wide variety of things, from a basic spellcasting scholar to a hunting starbound navigator.
Class Features
As a Starseer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Starseer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Starseer level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons, whips, and longbows
Tools: Astrolabes,compasses and crystal balls
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, History, Investigation, Perception, Survival, and Insight
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a handaxe or (b) a javelin (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a Scholar's pack or (b) an explorer's pack
- A crystal ball
Level | Proficiency Bonus | Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Dhehin's Mark | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Starseer Prediction, Divine Domain feature | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Destroy Undead (CR 1/2) | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Channel Divinity (2/rest), Divine Domain feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Divine Intervention | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Destroy Undead (CR 2) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Destroy Undead (CR 3) | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Destroy Undead (CR 4), Divine Domain feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Channel Divinity (3/rest) | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Divine Intervention improvement | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
By looking deep into space, you can draw knowledge and power from celestial objects and cast starseer spells
- Cantrips
At 1st level, you know three cantrips of your choice from the starseer spell list. You learn additional starseer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the starseer table.
- Preparing and Casting Spells
The Starseer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom or Intelligence modifier + your starseer level (minimum of one spell). The spells must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence and Wisdom are equally important skills for any starseer, as they both contribute the starseers ability to watch and draw power from the cosmos. As a result, you can choose either intelligence or wisdom as your spellcasting ability. You cannot change your spellcasting ability after selecting a first time
Spell save DC = 8 + your proficiency bonus + your Wisdom or Intelligence modifier
Spell attack modifier = your proficiency bonus + your Wisdom or Intelligence modifier
- Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a holy symbol (see “Equipment”) as a spellcasting focus for your cleric spells.
Divine Domain
Choose one domain related to your deity, such as Life. Each domain is detailed at the end of the class description, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.
- Domain Spells
Each domain has a list of spells–its domain spells–that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
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.
Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Cleric Level | Destroys Undead of CR . . . |
---|---|
5th | 1/2 or lower |
8th | 1 or lower |
11th | 2 or lower |
14th | 3 or lower |
17th | 4 or lower |
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
Life Domain
The Life domain focuses on the vibrant positive energy–one of the fundamental forces of the universe–that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei).
Cleric Level | Spells |
---|---|
1st | bless, cure wounds |
3rd | lesser restoration, spiritual weapon |
5th | beacon of hope, revivify |
7th | death ward, guardian of faith |
9th | mass cure wounds, raise dead |
- Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor.
- Disciple of Life
Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Channel Divinity: Preserve Life
Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
- Blessed Healer
Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
- Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
- Supreme Healing
Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
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