The Divinations of Simril
When dusk comes on the 20th of Nightal, folk go outside to locate particular stars that were lucky for their ancestors, or that were associated with their own births. They then attempt to stay up through the night, celebrating outside with bonfires, song, and warmed drinks. Cloudy nights often draw larger crowds than clear ones, since glimpsing your star through the haze is thought to be a blessing from Tymora. Inside buildings, service folk keep roaring fires and engage in making food to keep celebrants fed throughout the long night and into morning of the next day. If you have no particular star of your own, you'll find many vendors of star maps willing to divine which is yours--based upon your place and date of birth--and to point you in the right direction for a shard or two.
To learn your star or constellation and obtain its blessing, pay the fee required by a diviner and roll a 1d10 and a d6. On a 1 or 2 on the d6 add 10 to the d10 roll, on a 3 or 4 add 20, and don’t add anything on a roll of 5 or 6. The number of your result corresponds to your chosen star or constellation, and you obtain its astral blessing. You can only have one astral blessing at a time and, once your star or constellation is decided, it can never be changed, though you can renounce its blessing at any time.
If you come to believe that your chosen star does not fit you or your divination must have been wrong, you may be able to find a less-reputable practitioner of divination magic to change your fate... for a price.
Stars and Constellations of Faerûn
1. Angharradh
This female-shaped constellation is of major importance to the silver elves of Faerun, as they believe it represents Angharradh, the tripartite goddess of Sehanine, Aerdrie Faenya, and Hanali Celanil. To humans, the constellation has a much less-important designation as Velessea, a powerful witch long famed in the North for her untiring battle against the hordes of goblin-kin, and her timely aid of travelers and the needy.
Blessing of the Trinity. You gain a +2 bonus to attack rolls, AC, and saving throws against goblinoids. If you have elven blood, these bonuses increase to +3.
Additionally, you can use an action to create the effects of a mirror image spell. If you use this power, the effects of this blessing are neutralized until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
At levels 5, 11, and 17, you gain a cumulative +1 to the bonuses against goblinoids.
2. Belnimbra's Belt
A string of five stars. It is one of the oldest named constellations on Faerun. Named for the legend of the first human female to have been turned into a swanmay, and how the god Lathander chased after her. It is known as Ishtar's Belt in Unther and Mulhorand, and the halflings add in two nearby stars and call it The Pipe. To the elves, the five stars are known as Corellon's Tears, and they have a more somber tale; the elves believe that the Tears are actual tears of grief Corellon cried when Lolth corrupted the drow, and elf first fought elf. Elven legends also state that the Tears glowed blood-red during the Fall of legendary Myth Drannor.
Blessing of the Swanmay. You have the power to change into a white swan, as if using the Wild Shape feature of a druid. For the swan form, use the statistics of a vulture (Monster Manual, page 339), without the vulture's special features. Instead, it gains resistance to radiant damage and to bludgeoning, piercing, and slashing damage from nonmagical weapons. After it hits a creature that is capable of sight with its beak attack, the creature must succeed on a DC 13 Consitution saving throw or be blinded until the end of the creature's next turn. You can stay in this form for up to 2 hours. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
At character level 5, the swan's AC increases by 1, its hit points increase by 11 (2d8+2), and the Constitution save DC increases by 2. At character level 11, the swan's ability scores, AC, hit points, and beak attack change to those of a giant eagle (Monster Manual, page 324) and the Constitution save DC increases by 2. It does not gain any of the giant eagle's other features. At character level 17, the swan's ability scores, AC, hit points, speed, and beak attack (as bite) change to those of a quetzalcoatlus (Volo's Guide to Monsters, page 140), it gains the flyby feature, and the Constitution save DC increases by 2.
3. The Brow Star
The brightest star in the Mystra's Star Circle constellation, it marks due north. The Bedine of Anauroch know it as "Alagairtha," after the legend of a proud Bedine sorceress who is said to have challenged the gods long, long ago, and been imprisoned in the heavens as a punishment; to preserve her breathtaking beauty, but keep her forever frozen and helpless.
Blessing of Prideful Restraint. Whenever you make an attack roll, an ability check, or a saving throw, you can choose to roll an additional d20. If the second roll is higher than the first, you can choose to use that roll instead. If the second roll is lower than or equal to the first, you must use that roll instead and the DM privately rolls any one die in their possession. After a number of minutes equal to the DM's result, you are paralyzed for 10 minutes. Once you have used this blessing and were forced to take a lower or equal roll, you can't use this blessing again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your star. This counts as light activity for the purpose of a long rest.
4. The Caltrop
This constellation is formed by three converging lines of stars, each with a cluster of stars at its outward end, or "point." Where the three lines come together is due east. To humans, these stars are also known as the Arrows of the Gods, or the Sun's Signpost. The elves call this constellation Adarivael, and hold it sacred to Solonor Thelandira. The nomads of Anauroch call the Caltrop At'ar's Arrows, and believe that they are three fiery arrows launched by the sun goddess, to clear and mark her way (as the sun rises here).
Blessing of Sunshot. When you use this power, you immediately know which direction is east. If, during the same turn, you make any ranged attacks against targets to the east of you, you gain advantage on each of these attacks. For each of these attacks that hits, you deal an additional 2d6 fire damage. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
The number of damage dice doubles at levels 5, 11, and 17. At level 11, each hit also deals the fire damage to any other creatures adjacent to the target that fail a DC 15 Dexterity save. At level 17, each hit also deals the fire damage to any other creatures within 20 feet of the target that fail a DC 17 Dexterity save, including those already damaged by another attack.
5. Cassima
Also known as the Bird of Paradise, or the Phoenix. Although elvish in origin, humans have also adopted the story of Cassima, a young maiden who was held to be an evil witch and burned at the stake. Before she dies, a god (Hanali Celanil to the elves, most often Selune or Lliira to humans) reaches out and transforms her into a Phoenix, a bird of flame, whereupon she rises up and joins the goddess in the heavens.
Blessing of Fiery Rebirth. For up to one hour following your death by any cause other than old age, your body can be completely immersed in flame for 1 minute. If your soul is willing, you return to life with all of your hit points. This blessing neutralizes any poisons, cures normal diseases, closes all mortal wounds, and restores any missing body parts. It doesn't, however, remove magical diseases, curses, and the like. Once used, this blessing is permanently removed.
6. The Chalice
A relatively minor constellation, this cup-shaped grouping is often referred to in ancient texts as Chebelos or The Odalin. Although the meaning of these words, believed to be Raumatharian in origin, is lost, the texts indicate that the Chalice once played a much more important role in the heavens, at least to the peoples of that empire.
Blessing of the Chalice Overflowing. You have the power to designate one vessel you can see within 30 feet to continuously fill with drinkable water, wine, or any other liquid of your choosing (not exceeding a value of 1 gold piece per vial or flask) at a rate of 1 gallon per minute, up to a maximum of 10 gallons or until you dismiss the effect. This power cannot be used in a way that causes direct harm to a creature by the process of creating the liquid. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
7. Color Spray Nebula
This nebulosity looks very much like the effects of a color spray spell. It is a fan-shaped object that is seen primarily during the spring and early summer. It is approximately two million miles long, with a width of one million miles at one end, and 100 feet at the other.
The worshipers of Mystra believe this to be a sign from their goddess, that their use of the magic that she awards them pleases her. The cult of Bane (and later, Cyric) believes that the nebula is the wrath of their deity, spreading its way across the heavens. They believe that everything within its destructive path is utterly annihilated.
Blessing of Dazzling Sight. You can use an action to create the effects of the color spray spell, or you can use a bonus action to dispel one magical darkness effect of 3rd level or lower, or you can choose to automatically succeed on one saving throw to resist the blinded condition. Once you have used any of these powers, you can't use this blessing again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
At levels 5, 11, and 17, roll an additional 2d10 for the color spray effect and increase the maximum level of the darkness to be dispelled by 1.
8. Correlian
Thirteen stars make up the autumn constellation of Correlian. To the moon elves, the appearance of this star formation marks the final demise of summer, and has great religious significance, especially in moon elven strongholds like Evereska.
For humans and gold elves, the other autumnal constellation of the Jester/Dancer is more important, although with a rising number of Eilistraee-worshipers claiming the Dancer as their own, many gold elves on the mainland are also choosing to hold the Correlian constellation ascendant, to avoid associating with "drowish notions."
Blessing of the Lifegiver. When you or an ally uses a spell or ability that restores hit points to a creature, you can choose for that spell or ability to restore additional hit points equal to twice your character level. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
9. The Double Daggers
Located in the western sky, this constellation is two fuzzy clusters of blue-white stars, which appear as two side-by-side crescents or arcs in the sky, points downward. True west can be found exactly halfway between the two arcs--heading "straight between the eyes."
In the Sword Coast North, the Daggers are known as The Eyes of the Watching Woman, and in the western Heartlands men speak of "where Selune looks back." To the Bedine of Anauroch, the Daggers are known as The Two Jambiyas, or the Eyes of Elah. Similarly, the elves know this constellation as The Eyes of Uelaereene (named after the long-ago Queen Uelaereene of Evermeet), and the halflings of Luiren connect the two arcs and call it The Gull.
Blessing of the Azure Arcs. As a free action, you can conjure up to two magical daggers in your empty hands. These daggers each deal 1d4 radiant damage and have the finesse, light, and thrown properties (range 20/60). The daggers disappear if they are more than 5 feet away from you for 1 minute or more, if you use this power again, if you dismiss them (no action required), or if you die. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
At levels 5, 11, and 17, the daggers gain a cumulative +1 bonus to attack and damage rolls.
10. Galleon Nebula
This nebula looks very much like a large, multi-colored galleon ship. Its sails appear to blow in a celestial wind that does not exist. With mariner spyglasses, the oars on the sides of the ship can be seen rowing in their never-ending task. The nebulosity is two million miles long and high, and well over 100,000 miles wide. It is visible primarily during the autumn and early winter.
The Galleon Nebula sails around the heavens in a very slow orbit. It takes nearly 4,000 months for it to make a complete revolution around the celestial heavens. This nebula and the Color Spray Nebula are never seen together in the same sky. They orbit around the sun in the same orbit, within that same orbital period, but they are at opposite positions in that orbit.
Blessing of Sea Dog's Endurance. Choose one type of damage from the following list: cold, lightning, or thunder. You gain resistance to this type of damage. You can spend 10 minutes to change from the current damage type to another of those listed.
Additionally, you gain advantage on Constitution saves and ability checks.
11. The Gorgon
Among the cities of the North, the constellation known as the Gorgon is generally agreed to come from the myth of the hero Uthgar, who once wrestled and killed a great gorgon with his bare hands, making the lands of the Savage Frontier safe for his peoples to settle.
Further south, the constellation shifts slightly, and is known to the nomads of the Shaar (and through them, the rest of the South) as the Chameleon, the shifty trickster of the gods who eternally pesters Uerdyl the Lion (the Swordsman constellation) as it follows him through the heavens.
Blessing of Monstrous Breath. You have the power to exhale toxic gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a creature is restrained and falls prone. A restrained creature must repeat the saving throw at the end of each turn. On a success, the effect ends. After using this power, you have disadvantage on Charisma checks for the next hour. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
The save DC increases by 2 at levels 5, 11, and 17.
12. The Horn
A grouping of several stars in a V-formation. To ancient, primitive cultures, the symbol of a horn represented good fortune, wealth, and fertility. Thus, it is believed that the Horn figured prominently in early Waukeen-worship, especially among the societies of Amn, Tethyr, and the Western Heartlands. For the elves, the Horn is known more poetically as Shansibal, the mythic Cornucopia, and is sacred to the priesthood of Aerdrie Faenya (similarly, the halflings call the grouping Sheela's Bosom, after the halfling deity of feasting, revels, and romance).
Most interestingly, both the dwarves and the orcs refer to the constellation as The Dagger, and see it as much more of a martial portent. To orcs, especially, the Dagger is sacred, as it is seen as the manifestation of Ilneval, the god of war.
Blessing of Golden Plenty. Any time you personally acquire a sum of at least 10 gold pieces from a creature not in your party, you find it has increased by an additional 1d10 per 10 gold pieces acquired. You can, at any time within the next 10 minutes, choose to take an action to offer the additional gold to your deity and gain the effects of an augury spell. If you do so, the effects of this blessing are neutralized until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
The amount of gold required and the number of dice rolled for additional gold both double at levels 5, 11, and 17.
13. Ieriyn (The Sailor's Star)
The brightest star in the heavens, outshining even its sister, Mystra's Star. The star's name comes from the navigational aid it has given to sailors through the ages. Located far above the northern pole of Faerun, as the night progresses Ieriyn does not rise or set, but always seems to be glued to a single point in the sky. So, at any time in the night you can find the Sailor's Star, as it is always in the North. If a ship got lost, they could always figure out their direction by finding Ieriyn. Not surprisingly, the Sailor's Star is held sacred to Selunites, and praised by sailors across Faerun. However, the navigational use of the star is not limited to the seas, and travelers, prospectors, and worshipers of Shaundakul all use the star for land-based travel.
The elven name for Ieriyn is Y'landrothiel. It is believed that humans first learned of the star's navigational uses from the fair folk of the North.
Blessing of Guiding Light. As a bonus action, you can designate a creature you can see within 30 feet and roll a d8. After your roll, choose one of the following: either the target can add the number rolled to its next ability check, attack roll, or saving throw within the next minute, or you gain the number rolled as a bonus to your first ability check, attack roll, or saving throw against the target within the next minute. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
The die rolled becomes a d10 at 5th level, a d12 at 11th level, and a d20 at 17th level.
14. The Jester
This constellation shines brightest in Eleint, especially around Higharvestide. It is known as The Jester to humans and halflings; to elves, this constellation is called The Dancer, and in recent years it has become associated with Eilistraee, the Dark Maiden (at least on the mainland. On Evermeet, elves have been known to react violently at any suggestion that the Dancer has become "corrupted" by "drowish notions").
Blessing of Infectious Dance. You can use an action to designate a creature that you can see within 30 feet to make a DC 13 Wisdom save. If the creature fails its save, it must begin dancing and is treated as if it were stunned. The creature must repeat the saving throw at the end of each turn. On a success, the effect ends. You may use a bonus action on any of your turns to make a DC 13 Charisma (Performance) check using music or song to give the creature disadvantage on its next saving throw for this effect.
Alternatively, you can choose to take advantage on one Charisma check that involves you dancing.
Once you have used either of these powers, you can't use this blessing again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
The save DCs for the creature and the Charisma (Performance) check of the first effect both increase by 2 at levels 5, 11, and 17.
15. King's Coin
A brightly-shining, yellowish star which forms the "pommel" of the sword in the Swordsman constellation. It is traditionally held to foretell the lives of Faerun's rulers, and many tales through the ages tell of the Coin glowing brightly at the birth of rulers destined for greatness (indeed, the star's little-known "proper" name, Imadain, is believed to come from the ancient Imaskari, meaning "Lucky Star of the King"). A few fables even tell stories of the Coin disappearing from the heavens upon the deaths of several kings, the most famous of which is Faerlthann, the first king of Cormyr.
In recent years, the King's Coin has become prominent in the religion of Siamorphe, the deity of nobles and nobility, and members of her faith have taken to adding its image to their heraldic devices, especially in the land of Tethyr.
Blessing of Noble Destiny. You can use an action to bestow the power of this blessing on a willing creature. For the next 24 hours, the creature can't be surprised and has advantage on attack rolls, ability checks, and saving throws, and other creatures have disadvantage on attack rolls against the creature. Additionally, for the next 24 hours, the creature does not become exhausted from lack of rest and can gain the benefits of a long rest by taking a short rest. Once used, this blessing is permanently removed.
16. Labraen
More commonly called The Archer, this constellation is often seen as a companion to the Swordsman, whom he faces across the nighttime sky (a major exception is the people of Thay, whose myths hold that the Archer is Rivalyn, a warrior famed for his part in defeating the first Mulhorandi invasion of Thay. The Thayans believe that Rivalyn gives unending chase to the Swordsman, called Amentira after the pharaoh who launched the invasion, across the heavens).
The elves also call this constellation Labraen, and each elven enclave seems to have their own legends and stories about him.
Blessing of Pursuit. You can use a bonus action to designate a creature you can see within 120 feet. For the next 8 hours, you deal an extra 1d8 damage to the creature whenever you hit it with an attack, and you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find it. If you are intentionally moving toward the creature, your speed is doubled and you ignore difficult terrain. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
This damage increases by 1d8 at levels 5, 11, and 17.
17. Maerilzoun
The name of this serpent-shaped constellation is ancient, so ancient that only a few sages and astronomers know its' origins or meaning, and most simply call it The Serpent. The constellation was named by the inhabitants of ancient Raurin, before even the mighty empires of Unther and Mulhorand were born. In their legends, Maerilzoun was a huge, evil serpent that would one day descend from the skies at the end of the world to devour the sun (today, that figure is known as Dendar the Night Serpent, an Elder Elemental Evil). In the Empires of the Sands, the Serpent is looked upon favorably by thieves, assassins, mages, and others who practice their black arts by night. To the nomads of the Shaar, the Serpent is the godly counterpoint of Uerdyl, the Lion (personified by the Swordsman constellation).
Blessing of the Night Serpent. You gain darkvision out to a range of 30 feet and blindsight out to a range of 10 feet. If you already have darkvision from your race or class, its range increases by 30 feet.
Additionally, you can use a bonus action to become invisible while in darkness and to gain fangs as a natural melee weapon, which you have proficiency with and can be used to make attacks using your Strength or Dexterity modifier (but cannot be used to make unarmed strikes). If you hit with your fangs, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, and the target must make a DC 13 Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. The invisibility effect and the fang weapon dissipate after 10 minutes. If you use this power, the effects of this blessing are neutralized until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
At levels 5, 11, and 17, the damage dice of the fang attack increases by 1d6, the DC of the save increases by 2, and the damage dice of the poison increases by 1d8.
18. Mystra's Star
One of the brightest stars in the heavens, this bright blue light is known to have shone even brighter on the births of several notable mages, including Ahghairon of Waterdeep. About the only star or constellation to hold the same significance to all races (human or demi- human).
Blessing of the Weave. You can use this power to gain advantage on a saving throw against a spell or other magical effect. Once this power is used, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
If you have Spellcasting or Pact Magic as a class feature, you can use the power of this blessing to gain an additional spell slot which is always of the highest spell level available to you from that class feature. Once this power is used, this blessing is permanently removed.
19. Mystra's Star Circle
High in the north sky is an awesome circle of large, bright stars with utter darkness between them (Mystra's floating Castle of Night, in childrens' fairytales, is said to float in the center of the darkness). Due north is marked by the brightest Brow Star, also known as Alagairtha by the Bedine of Anauroch.
Other folk in the Realms call this constellation the Crown of the North, or just the Cold Crown. Some believe it to be the Eye of Evil, the Hole That Leads To Darkness, or the Circle of Coins (thrown on high by the gods, to taunt poor men). Some Bedine tribes believe that this place is N'asr's Tent, the dwelling-place of the Lord of the Dead. Most Bedine call it the Circle of Swords (the shining scimitars of the greatest Bedine gathered by N'asr).
According to elven astronomers, there was once a star centered in the middle of the Circle. This star, known as N'landroshien (Darkness in Light), figures prominently in several ancient elven end-of-the-world myths, but has not been seen in the night skies for several millennia.
Blessing of the Portal. You can take 10 minutes to designate one pocket or other opening in a piece of clothing you are wearing or holding as the mouth of an extradimensional space as described for a bag of holding. If the pocket is ripped or destroyed, the objects held inside the space are not scattered or destroyed; the space itself remains intact but inaccessible, and the process can be repeated with a new pocket to regain access to the space.
At any point after a pocket has been designated as the access point for this extradimensional space, you can choose to take 30 minutes while wearing or holding it to transform the space into that described for a bag of devouring. Once transformed in this way, you can repeat the process described above to regain access to the space if lost, but it can never be changed back to that of a bag of holding.
The interior capacity of the space doubles at level 11 and again at level 17.
20. The Predator
This animal-shaped constellation is known by a different name to almost every culture on Faerun. In the Gulthmere, it is known as Nobanion, the Great Lion; in the Shaar, it is the Leopard; in the North, it is commonly referred to as Asglyn the Wolf, the loyal companion of Gwaeron Windstrom. To the Rashemi and Aglarondans, it is the vigilant Narnos the Dog; further south in the Old Empires, it turns into Ghastis, the savage Jackal.
The demi-humans, for their part, do not seem to recognize the constellation, and so have no names for it. However, for the elves, part of the Lion is used for Elael, the Songsmith (a constellation based on an ancient elven fable about a bard who crafts a song so pure and sweet that even the gods are humbled).
Blessing of Primal Aid. You gain a +1 bonus to melee attack rolls.
Additionally, you can use an action to create the effects of the conjure animals spell. If you do so, the effects of this blessing are neutralized until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest. After being used five times, this blessing is permanently removed.
The bonus increases by +1 at levels 5, 11, and 17. The number of creatures increases to double the number described at 5th level, triple at 11th level, and quadruple at 17th level.
21. Selûne
Selune is Toril's only natural moon. Only one side of it is ever seen no matter where on Toril it is viewed. It is named after Selune, the Moonmaiden. Seen from Toril, it appears to fit within the size of a human fist held at arm's length. It is quite bright on a clear night, able to cast pale shadows. Trailing in the wake of the moon are the objects known as the Tears of Selune.
Blessing of Moonburst. You can use an action to force each hostile creature in a 20-foot radius to make a DC 13 Constitution save. On a failure, a creature takes 2d10 radiant damage. On a success, it takes half damage. A shapeshifter has disadvantage on the save and, if it fails, it reverts to its original form. Friendly creatures within the radius each gain advantage on their first Wisdom saving throw within the next hour. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
The save DC increases by 2 and the damage die increases by 1d10 at levels 5, 11, and 17.
22. Shaundral (The Drifting Star)
An oddity among heavenly bodies, Shaundral is an erratic star that pulses in brilliance, and seems to move randomly about the heavens, sometimes staying in one place for years, and then suddenly slowly moving to another. Astronomers have discerned that Shaundral is not a planet or other solid body, but what exactly it is, is still a mystery. Also, it seems to shine brightest when a great misfortune or disaster is about to befall on Faerun, and so is often attributed to the Maid of Misfortune, with the secondary name of Beshaba's Eye (similarly, the Bedine of Anauroch attribute the Drifting Star to Shaundakul, the Treacherous Lurker in the Sands
Blessing of Cosmic Chaos. You can choose to gain advantage on one attack roll, ability check, or saving throw. Immediately after the roll is resolved, roll on the Wild Magic Surge table (Player's Handbook, page 104; or The Net Libram of Random Magical Effects, at the DM's discretion) to create a random magical effect. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your star. This counts as light activity for the purpose of a long rest.
23. Star of Osiris
One of the brightest stars in the southern hemisphere, Osiris is not visible to anyone living north of a line drawn through the middle of the Sea of Fallen Stars. In Mulhorandi lore, this heavenly light is the gateway to the Realm of the Dead, through which the souls of the deceased rise up into the care of Osiris.
Blessing of Grave Communion. While you are conscious, the surface thoughts of any undead creature within 15 feet are revealed to you, and you can detect the presence of undead creatures you cannot see within 15 feet. This effect works through most barriers except 2 feet of stone, 2 inches of metal, or a thin sheet of lead.
Additionally, you can use an action to create the effects of the speak with dead spell. It can also be used on undead to demand answers telepathically, if the target is restrained. The target must then succeed on a DC 13 Wisdom saving throw or be prevented from telling outright lies for the questions asked under the effects of this power. You are aware of whether the target passes or fails and the affected creature is aware of the restriction. The telepathic connection is severed after the questions are asked, and you cannot detect the creature or its thoughts using this blessing for the next 10 days. If you use this power, the effects of this blessing are neutralized until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
At levels 5, 11, and 17, the range of the first effect doubles and the save DC of the second effect increases by 2.
24. The Swordsman
Also known as The Warrior or The Sentinel, this constellation shares the same traits in cultures across Faerun; loyalty, guardianship, battle, freedom. Many legends and myths have been attributed to the Swordsman through the ages, although most recent human ones tend to center around the exploits of Torm or Tempus. In the Moonshaes, the Swordsman is called Cymrych Hugh, and is believed to be the soul of the legendary hero, placed in the heavens by the Earthmother.
Similarly, the elves have many myths about the Swordsman; the most popular is that the Swordsman was Auranamn, the first elf, who fought at Corellon's side during the great battle with Gruumsh. Although Auranamn died in that battle, Corellon lifted his soul up and placed it among the heavens, to spend eternity watching over the elven race.
Blessing of the Blade. Nonmagical slashing or piercing weapons in your possession become +1 magical weapons whenever you wield them. Magical slashing or piercing weapons gain an additional +1 bonus to attack and damage rolls whenever you wield them.
The bonus increases by +1 at levels 5, 11, and 17.
25. Tassabryl
Legends speak of a beautiful princess that lived in some long-ago kingdom. Deemed the most beautiful woman in Faerun, this vain and rash creature dared to boast herself even more beautiful than Sune, goddess of love and beauty. To punish the foolish woman, Sune cursed her; the woman would still be deemed beautiful by everyone who saw her, except for the woman's true love, who would find her hideous and repulsive. In the end, after being spurned by the one man her heart desired, the princess threw herself into the sea, never to be seen again. Especially vain or foolish people (especially women) are still referred to today in certain parts of Faerun as "Tassabryl's Children."
Blessing of Vanity. Your Charisma score increases by 2, up to a maximum of 22. You also become proficient in Deception, Intimidation, Performance, and Persuasion. If you were already proficient in any of these skills, your proficiency bonus is doubled for any ability check you make that uses that skill. If your proficiency bonus was already doubled for any of these skills (for example, from the Expertise class feature), your proficiency bonus is tripled for any ability check you make that uses that skill.
Additionally, you can use an action to create the effects of one of the following: a mass suggestion spell, with a duration of up to 10 days; the sympathy effects of an antipathy/sympathy spell, with a duration of up to 10 days; or a dominate monster spell, with a duration of up to 8 hours. The DC for the saving throws of any of these effects is 13. Once this power is used, this blessing is permanently removed and is replaced by the Curse of Vanity, which gives disadvantage on all Charisma-based attacks, Charisma ability checks, and Charisma saving throws. This is treated as a magical curse that cannot be renounced or removed willingly unless the curse is broken first.
The save DC for the magical effects increases by 2 at levels 5, 11, and 17.
26. The Throne or The Anvil
This grouping of stars is known as The Throne to humans, named after the legendary Queen Jansreene of Asram. To dwarves, the constellation is known as the Anvil, and holds great religious significance to them, especially in relation to the church of Moradin. A comet passing through the Anvil around -700 DR is said to have heralded the founding of the dwarven nation of Delzoun.
In ancient Narfell, the Throne was known as The Altar, and represented the altars upon which sacrifices were made to their dark gods. The name is still in use today by their descendants, the Nars, even if the sacrifices aren't.
Blessing of Subjugation. When you reduce a hostile creature to 0 hit points, you can choose to gain temporary hit points equal to half its maximum hit points. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
27. The Triton
To humans, this reclining figure is known as the Triton, mainly due to the trident he holds in his upraised hand (this holds true in most cultures, although the name varies; in the region around the Alambar Sea, the constellation is Poseidon; in Calimshan, Bhalaene the Sea King; to the people of Sossal, it is Ulutiu).
The elves have named this constellation Deep Sashelas, after the god of sea elves. Two stars to the left of the constellation have the names of Tilvadar and Tambaun, named after Deep Sashelas' two loyal dolphin companions.
Blessing of the Sea King. You gain a swimming speed of 30' and the ability to breathe underwater. Additionally, you can use an action to create the effects of the wall of water spell, which lasts for 10 minutes or until you dismiss it.
At level 5, you can use an action to create the effects of the dominate beast spell on a beast that has an innate swimming speed. The DC for this saving throw is 17 and the effect lasts for up to 1 minute. The wall of water effect can be used once without requiring you to wait and watch your constellation.
At level 11, you can use an action to create the effects of the maelstrom spell. The DC for this saving throw is 19 and the effect lasts for 1 minute. The DC for the dominate beast saving throw increases to 19 and the effect lasts up to 10 minutes. The wall of water effect can be used up to two times without requiring you to wait and watch your constellation.
At level 17, you can use an action to create the effects of the lightning storm ability of a kraken (Monster Manual, page 197). The DC for this saving throw is 21. The DCs for the dominate beast and maelstrom saving throws increase to 21. The effect of the dominate beast ability lasts up to 1 hour. The effect of the maelstrom ability lasts up to 10 minutes, its size is increased to a 15 feet deep and a 60-foot radius, its damage is increased to 10d6. The wall of water effect can be used up to three times without requiring you to wait and watch your constellation.
If you use any of these powers, the effects of this blessing are neutralized until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
If you already have triton racial traits, you gain the level 5 abilities upon acquiring the blessing, the level 11 abilities at level 5, and the level 17 abilities at level 11. At level 17, you gain the power to change into a kraken, as if using the Wild Shape feature of a druid. You can stay in this form for up to 1 hour. The use of this power requires you to wait and watch your constellation, as above. Your racial traits are not neutralized as a consequence of using this blessing and the save DCs follow the stated progression.
28. Uruath
South in the desert sky of Anauroch is marked by a zigzag line of stars that "crawls" along the horizon, from west to east, beginning with an upswept "head" or bright starry cluster, and ending with a curving "tail" of stars. To the Bedine, this constellation is the Serpent of the Sands, Uruath, "The Swallower." The desert nomads believe that this creature is wild and amoral, older than the gods, and that it swallows mountains, trees, and grasses to create the desert, leaving only sand in its wake. Its presence in the southern sky, most Bedine believe, means that the desert will continually expand southward, as it eats its way across the Outlands.
Folk elsewhere in Faerun do not see this line of stars so clearly; not being on their horizon most of the time, it is enmeshed in a tangle of smaller constellations, and is not thought of as a unit. In Tunland, Cormyr, Iriaebor, and Westgate, however, it is recognized as a star configuration marking the direction "south," and is known respectively as Faeraula, the Sword of the South, the Southfires, and the Lightning Bolt.
Blessing of the Great Worm. You have the power to change into a purple wormling (Storm King's Thunder, page 242), as if using the Wild Shape feature of a druid. Starting on your next turn, at the end of every turn, make a DC 13 Constitution saving throw. If you succeed, you remain in this form. If you fail, you revert to your normal form. Once you have used this blessing, you can't use it again until at least 24 hours have passed and you have spent 2 hours watching and contemplating your constellation. This counts as light activity for the purpose of a long rest.
At character level 5, the DC for the saving throw increases by 2 and you can stay in this form for up to 1 minute before needing to make checks. At character level 11, the DC for the saving throw increases by 2, you can stay in this form for up to 30 minutes before needing to make checks, and you can use the blessing twice before needing to wait and watch your constellation. At character level 17, the form changes to that of a purple worm (Monster Manual, page 255), the DC for the saving throw increases by 2, you can stay in this form for up to 1 hour before needing to make checks, and you can use the blessing once before needing to wait and watch your constellation.
29. The Wizard's March
A grouping of three stars known individually as Ulazimir, Iziaslau, and Rahnieda. Although the name of the constellation (and, to a lesser extent, the names of the individual stars), have passed into common lore among the peoples of Faerun, it is believed that their origins lie to the east, in the lands of Rashemen and ancient Raumathar. The myths of these lands feature several stories about the three, said to have been powerful mages who wandered the lands, defending people from monsters, brigands, and other enemies, while dispensing wisdom and advice to local rulers.
Blessing of Intellect. Your Intelligence score becomes 18. At level 5, your Intelligence score becomes 20. At level 11, your Intelligence score becomes 22, and you ignore cover when making a spell attack. At level 17, your Intelligence score becomes 24 and you gain the benefits of a robe of the archmagi of your alignment.
30. Y'tellarien (The Far Star)
This star is so distant and so rarely seen that very little is known about it. It is thought to be the remnant of some long-forgotten old god, dead or dormant and drifting through space. However, some say that it is still actively plotting to influence Toril from afar.
Blessing of the Outer Horror. You can use an action to designate one creature you can see within 60 feet to make a DC 13 Wisdom save. On a failure, the target takes 2d10 psychic damage and is frightened for 1 minute. On a success, it takes half damage and is not frightened.
Once this power is used on a creature that fails its saving throw, the effects of this blessing are neutralized and spectral tentacles emerge from your face that are visible only to you and to anyone able to see into the ethereal plane. You can use an action to allow the tentacles to cross into the material plane and make an attack against a living, incapacitated creature with a brain within 5 feet of you, forcing the creature to make a DC 13 Intelligence saving throw. On a failure, the target's brain is devoured by the elder god and your blessing is restored. On a success, the creature becomes hostile to you and gains advantage on its next attempt to end the incapacitated condition, if it gets one.
The save DC for the psychic effect and the brain devouring effect increase by 2 and the psychic damage dice increase by 1d10 at levels 5, 11, and 17. At level 11, you can designate up to two creatures for the psychic effect. At level 17, you can designate up to three creatures for the psychic effect.
This blessing is treated as a magical curse that cannot be renounced or removed willingly unless the curse is broken first.