The Starborn

by rubymaygreen

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The Starborn

To be born to a fountain of ice cold power; alone and lost is the life of a Starborn. The moment life is given to them, Starborn come to learn and love just like any human; only to have those very things ripped from them arms to be replaced by a never ending fountain of power and a cold void that seals their emotions in a tomb beneath their chest.

Gifted And Cursed

A woman cloaked in silver and black silks treads softly upon the frozen surface of her homeland, the cruel snow licking at her feet; calling her to it. In front of her are her loved ones, choked dead on ice and power.

The boy watches from the shadows, a veil of darkness shrouding himself from the assassins who look at each other confused. When he strikes they never even glimps his arrival as he snaps their necks in two.

The Centaur's silver tongue works magic on the simple-minded scholar's; their years of knowledge no match for the Centaur's many hundreds of lives previously lived, as the Scholar's fall to their knees and give their secrets to it, the Centaur just smiles a twisted grin.

Creating A Starborn

When creating your Starborn consider the toll that this heritage has taken on them. Have they lost their loved ones? Their love? Or maybe you have retained all this at the price of hiding your powers. Also consider your family, who was your Starborn parent? Or maybe you were conceived from the stars themselves.

Quick Build

You can make a Starborn quickly by following these suggestions. Firstly, Wisdom should be your highest ability score followed by constitution. Secondly, choose the Haunted One background.

Class Features:

As a Starborn you get the following features:

Hit Points:

Hit Dice: 1d8 per Starborn level Hit points as 1st level: 8 + Constitution modifier

Hit Points at higher levels: 1d8 + Constitution modifier

Proficiencies:

Armour: Light Armour

Weapons: Simple Weapons, Shortswords

Tools: Alchemists kit

Saving Throws: Wisdom and constitution

Skills: Choose two from: Arcana, History, Preception, Nature, Insight, Intimidation, Religion and Stealth.

Equipment

You start with the following equipment along with the equipment granted from your background:

  • a) a pouch of stardust or b) a wand of stardom or c) an arcane focus
  • a) a priest's pack or b) a herbalists kit
  • a) a whip or b) any simple weapon
  • Leather armour and two daggers
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 The Stars Align 3 2
2nd +2 Cold Indifference, Unclouded knowledge 4 4
3rd +2 Pantheon Of Stars 5 4 1
4th +2 Ability Score Improvement, Walk The Void 6 4 3
5th +3 Quick Casting 6 4 3 2
6th +3 Ability Score Improvement 6 4 3 2
7th +3 The Stars Align II 7 4 3 3
8th +3 Ability Score Improvement 7 4 3 3 2
9th +4 8 4 3 3 2
10th +4 Astrological divination 8 4 3 3 3 1
11th +4 9 4 3 3 3 3
12th +4 Ability Score Improvement 9 4 3 3 3 3 2
13th +5 Illusionism 10 4 3 3 3 3 2 2
14th +5 Ability Score Improvement, The Stars Align III 10 4 3 3 3 3 2 2 1
15th +5 Fates Chosen 10 4 3 3 3 3 2 2 1
16th +5 Ability Score Improvement 11 4 3 3 3 3 2 2 1
17th +6 Cold Indifference II 13 4 3 3 3 3 2 2 1 1
18th +6 Astral Teleportation 13 4 3 3 3 3 2 2 1 1
19th +6 Ability Score Improvement, Wrapped In Stardust 14 4 3 3 3 3 2 2 1 1
20th +6 Starborn 14 4 3 3 3 3 2 2 2 1

Spellcasting

Your gift from the stars allows you to cast spells.

Cantrips

You know three cantrips of your choice from the Starborn spell list. You learn additional Starborn cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Starborn table.

Spell Slots

The Starborn table shows how many spell slots you have to cast your spells of 1st level and above. To cast one of these Starborn spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure wounds and you have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells known of 1st level or higher

You know all spells from the Starborn spell list. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you take a long rest you may swap out any of your spells for another you know.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier= your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast any Starborn spell you know as a ritual if that spell has the ritual tag.

Arcane Focus

You can use an arcane focus or druidic focus as a spellcasting focus for your Starborn spells along with Starborn focuses, such as stardust or a wand made of stars.

The Stars Align

At 1st level, your Starborn heritage becomes apparent. Along your skin are glowing constellations etched across every inch of you, near impossible to hide other than with a cloak. Your once regular mortal blood is now littered with stardust, if direct light shines on an open wound of yours the blood will begin to sparkle and shine. If you are healed now, due to your celestial body you only take half the total healing rounded down along with you deal half healing.

Along with this the stars are now watching their child, you may choose one star (detailed below) to become empowered by. You may choose another when you reach 7th level and again at 14th. Once you choose a star you may not change it. When you have chosen a initial star the constellations on your skin will change colour to match the stars colour. You may use your star's ability once before a long rest.

Kelasus - Star Of Shadows - Purple

You can take a bonus action to disappear into the shadows for one minute. While in this state you cannot be touched or touch anything and you cannot cast spells. On your next turn you can use a bonus action to leave the shadows and come out of another shadow, the object or being causing this shadow can be any and can be up to 60 feet away. If you do not do this you will just phase back into reality wherever you are stood.

At 8th level this increases to 10 minutes and at 12th level this can be up to an hour.

Flavir - Star Of Flame - Orange

You can take an action to surround yourself in fire, turning into a living flame that lasts for 1 minute. Every melee attack made by you deals 1d4 fire damage, if a being hits you or otherwise touches you they take 1d6 fire damage, flammable objects can be set on fire. Additionally, when in this form you have resistance to fire damage.

At 8th level this increases to 10 minutes and at 12th level this can be up to an hour.

Ignir - Star Of War - Red You can take an action to become empowered with rage and strength for 1 minute. Your AC gains a +2, you can make all strength throws with advantage and all melee attacks also with advantage. In this form you also have advantage on intimidation checks.

At 8th level this increases to 10 minutes and at 12th level this can be up to an hour.

Jenos - Star Of Knowledge - Blue You can take a bonus action to fill your mind with a fountain of ancient knowledge and shared memories for 1 minute. You can now understand a language of your choosing for the duration you can also read, write and speak it. You also can also roll all wisdom checks at advantage, along with adding your wisdom modifier onto History checks.

At 8th level this increases to 10 minutes and at 12th level this can be up to an hour.

Diance - Star Of Life - Pink

As an action you are filled with the power of life for 1 minute. You release an aura of life that inspires allies with a 1d4 of inspiration, along with you gain resistance to necrotic damage and you can see if any of the creatures near you have died before, or travelled to the ethereal plane.

At 8th level this increases to 10 minutes and at 12th level this can be up to an hour.

Haskkaar - Star Of The Seas - Deep Blue

As an action you can take on the power of the seas for 1 minute. You can now breath underwater, speak underwater, have a swimming speed equal to your walking and can speak to sea creatures. You can also cast Create or Destroy Water without the expending a spell slot as a bonus action.

At 8th level this increases to 10 minutes and at 12th level this can be up to an hour.

Iskii - Star Of Snow - White

As an action you feel your body swell with the power of the cold for 1 minute. In this form you gain resistance to cold damage, and have the ability to freeze enemies in their tracks. As a bonus action you may target an enemy (whos body must contain water) who must make a DC 14 Dexterity saving throw or be frozen solid for 1 minute, unable to move or take an action.

At 8th level this increases to 10 minutes and at 12th level this can be up to an hour.

Canarn - Star of Navigation - Gold

As a bonus action you can gain guidance for your journeys for 1 minute. With this power you can discern the direction you must follow to reach your destination, as well as detail of the terrain (mountains, snow, desert).

Cold Indifferance

At 2nd level your mind begins to warp at the stars pressure, with great power comes great sacrifice. When your Starborn powers take root in you, your mind is forever changed by this incredible power. Every day you must roll a 1d10 your mental state for this day is depicted below on the table.

1d10 Mental State
1 You hate all those around you
2 You have a deadly bloodlust
3 You feel Normal
4 You are disgusted by romance and sex
5 You loose your empathy for other creatures
6 You feel hyperactive
7 You have a drive to do good
8 You aspire to be the hero
9 You are very flirtatious
10 You feel Normal

Unclouded Knowledge

Starting at 2nd level your ancient mind begins to further become empowered. You now have advantage against being charmed along with any spells that interfere with your memory. If you pass a check against such a spell you know you were targeted with it and who targeted you.

Pantheon of Stars

At 3rd level your stellar heritage begins to strengthen your bond to the so called pantheons such as the Pantheon of the Milky Way. You can choose this from a few select options detailed at the end of this document. You may not change your pantheon.

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

Walk the Void

The void reaches out to you with a cold, draining hand and you take it, shake it and enter its depths. When you reach 4th level on a short or long rest you can journey to the void in your dreams for up to four hours. In this voyage you can watch over any one place you wish to, as long as you have been there or have seen the place mentioned. You can also watch over any one person if you know the name and description of them. If they are knocked unconscious or are killed you awaken and take 1 mark of exhaustion. You may also communicate a message to this person of up to 25 words however, doing so will awaken you.

Quick casting

At 5th level Stellar magic fills your veins, you no longer have to think so much to access it. You can now cast all your spells in half the time it would normally take to cast them, i.e 1 hour casting time takes 30 minutes (does not apply for actions to bonus actions)

The Stars Align II

Pick another star to gain the benefits of, you can use its ability once before a long rest

Astrological divination

At 10th level you gain the ability to talk to your masters, the stars are ready to listen. As a ritual you may walk the void once more until you find a star, of which is up to the DMs discretion. You may ask them a question or ask them for something else, roll a d20 on a 1-10 the star does not answer you, on a 10-15 the star asks for something in return and on a 15-20 it gives you this (within reason) freely. If you do this more than twice in a week and you roll a 1-10 you take automatically roll a 1 on your mental dice. You hate all those around you for a day along with taking 1d20 psychic damage.

Illusionism

Once you reach 13th level you gain the ability to toy with the emotions of others. You may delve into a creatures mind as long as their intelligence is no higher than a 15 and create an illusion to pull at their heartstrings, whether this is their dead son or similar the illusion can talk and also smells like what it normally would. The creature afflicted by this being rolls disadvantage on any intelligence rolls and it is charmed to the illusion. The illusion needs concentration and if touched it disappears into glowing sparks that lift to the skies. It can last up to one hour.

The Stars Align III

Pick a third and final star to accompany you, you may use its ability once before a long rest.

Fates Chosen

At 15th level you may look into the pool of fates and attempt to see the fates of the past Starborn on a certain subject. For instance, you wish to learn more about an elven dynasty ; you gain the a Starborn's memory of it (up to the DM's discretion). You can then relay this information if you please and you have advantage on history checks on the subject.

Cold Indifference II

As your power grows so does your weakness, at 17th level your table shifts and becomes this:

1d10 Mental State
1 You want to see all beings die
2 You want to burn a city to the ground
3 You feel Normal
4 You want to kill beings happiness
5 You do not care about anyone
6 You are manic
7 You will protect all creatures
8 You will save the world
9 You want to have sex now
10 You feel Normal

Astral Teleportation

With the aid of the stars and 6 hours of deep meditation and stardust starting at 18th level you gain the ability to form a Stellar rift in a doorway. This rift is stable for 1 hour and can be used as a portal to anywhere (other planar or on your plane as long as you have been to the place or know the name) until closed manually however, if the rift stays open for more than 1 hour it becomes unstable and forms into a black hole. This black hole pulls in all that is around it and grows with every object it consumes, it transports all objects to a random plane until the plane it is on is empty. After an hour the Starborn looses control of it and it can only be closed by Astrological divination or a God's intervention.

Wrapped in Stardust

You can take a bonus action to wrap yourself in stardust at 19th level. You start of with 150 stardust and can take a action to form charges with it. At the expense of 50 stardust you can make a Stellar Charge, a glowing ball of light that can be thrown up to 80 feet; it explodes on impact dealing 12d6 damage to anyone in a 20foot radius. Additionally, the creatures must make a dexterity saving throw or be covered in shining stardust that forces them to only be able to move half their base speed. You can upgrade this ability by consuming an additional 100 stardust to grapple them and blind them if they fail the dexterity save. While you are wrapped in stardust your can use your reaction to temporarily gain a +4 to AC. This consumes 50 stardust.

Starborn

Your ascension is complete at level 20. Yet, you feel colder than ever. At this peak of power you now loose all link to your past emotions and loose all empathy for other creatures apart from the stars. Your goal now is simple; to keep the balance. You are now granted a star form that you may retreat to whenever you please; you may create what you stand for i.e Ignati star of forests - Dark green. When in your stellar form you may are omnipresent and cannot be reached from your place among the stars. You also join the council of stars and help make decisions for the world.

Pantheon Of Stars

Their are many pantheons that each star belongs to, each part of the universe they reside in plays a key part. The pantheon you choose will influence your abilities it may be that you strive to gain knowledge to heal others or it may be you wish to protect others, or even harness the corrupt void. The choice is yours, Starborn.

Pantheon Of The Milky Way

This pantheon gathers closely inside of a tucked away Milky Way, each one harnessing the energy around it. These stars are best known for being resourceful and their intelligent decision making. Stars in this pantheon include:

  • Canarn - Star Of Navigation
  • Jenos - Star Of Knowledge

Unclouded Ideals

When you choose this pantheon at 3rd level your mind seems to retract from the cold indifference within you. You now only suffer the effects of Cold Indifference for 6 hours.

Quick Mind, Quick Body

At 6th level you have the choice between building your mind or your body. You can add an additional 10 feet onto your movement speed, along with 5 feet onto your long jump and high jump or you can learn two additional languages

Unchallenged Thoughts

Starting at 10th level you gain the ability to speak into the mind of living beings. You can use this trait whenever you want to speak into another beings thoughts, this being can be undead, living or otherwise (not plants) you must be able to see them within 60 feet of you and you must share a language. You can take a bonus action to allow them to respond to you.

Shared Dreams

At 14th level you gain the ability to venture into others dreams, see what they see and control their dreamscapes inducing them to see what you wish and communicate with them freely. Once you have ventured into one persons dreams you gain the ability to incorporate them into a mass dreamscape, all the people you have touched with this trait can be incorporated.

Pantheon Of The Harrowed Void

The Harrowed Void are stars located in the middle of nowhere, vengeful stars who gain pleasure from discord and chaos. These stars gain power and life from the death of others. Some stars in this pantheon include:

  • Kelasus - Star Of Shadows
  • Ignir - Star Of War

Necrotic Touch

Starting at when you choose this Pantheon you gain the ability to change any damage you output to necrotic damage at the cost of a bonus action.

Stealing Breath

Starting from 6th level you gain the ability to stral the wellness of others. As a bonus action you can face an enemy up to 15 feet away from you and take a breath in, the being takes 4d6 necrotic damage and you recover 3d6 hit points unless the target is undead. You may use this feauture twice before a long rest.

Undeath

After seeing so much death at 10th level your soul strengthens, surviving outside of your body. After killing a creature you may take an hour of meditation and venture into the beings mind, reliving everything they saw other than secrets for the last week. If you come across a secret it appears as an iron door that you can break open with a DC 17 intelligence check. If you try and fail you are kicked from the dead entities mind unable to enter again. You may do this once after a long rest.

Weapon of the void

Starting at 14th level your power reaches its limits with the void and you learn how to shadow touch your weapon. Pulling necrotic power from the void you coat your blade in it, it is now by all means a magical weapon and resists resistance to nonmagical attacks. It also gains the ability to produce magical darkness, on a bonus action you can create a 30 foot field of magical darkness that only you can see in. The darkness collects onto the skin of those inside and unless the targets succeed on a DC 12 dexterity throw are blinded for 10 minutes.

Pantheon Of The Burning Sun

The Burning sun are stars who live adjacent to a sphere of burning life and light, they are fluid as the fire on the surface and are very much stars who believe in the good of the world. They respect the creatures on the surface of the world and are best known for occasionally giving a healing hand to those on earth. Some examples of stars in this pantheon are:

  • Flavir - Star Of Flame
  • Diance - Star Of Life

Radiant Touch

Starting at when you choose this Pantheon you gain the ability to see through magical and non magical darkness up to 120feet.

Celestial Sheen

At 6th level your body blooms like the sun. Your constellations now shed 30 feet of bright light in the dark, you may now also take a bonus action to grant one person 3d6 temporary hitpoints or grant them resistance to necrotic damage for 10 minutes.

Sunlit Wings

Starting at 10th level you blossom beautiful angelic wings, these wings are 5 feet in diameter and shine like the sun, shedding 60 feet of bright light. These wings grant you 60 feet of flying speed when activated as a bonus action they last for up to ten minutes.

Heat Of A Thousand Suns

Starting at 14th level you learn how to bend the sun to your will. You raise a hand to the sky and drain raw sunfire from the sun above everyones heads. The sky darkens momentarily before sun blossoms from your hands, the fire is incorpreal and cannot hurt people but as it poors out it fills the floor like liquid. All enemies within the 40 feet in front of you (cone) who touch the fire roll all attacks at disadvanatge and all allies stood in it gain 1d6 inspiration. This liquid lasts for one minute.

Pantheon Of The Blue Moon

The blue moon are stars who live next to a beautiful moon, one that stands firm and solid in the void. These stars are as solid as the moon and protect each other and the planets around them. These stars are best known for their ability to withstand death itself. Some examples of stars in this pantheon are:

  • Iskii - Star Of Snow
  • Haskkaar - Star Of The Seas

Rocky Stature

Starting at when you pick this pantheon you gain a permanent +1 to your AC.

Moonlit Eyes

Starting at 6th level the moon blesses you with wonderous vision. You can use a bonus action to do one of two things; gain details about an opponents AC and any damage resistances or you may let any treasure glow for you. You can use this feature once before a long or short rest.

New Moon

At 10th level you gain the ability to divert your enemies to you. If an enemy is attacking an ally or innocent that you can see within 40 feet of you you can use this to force them to attack you next as a action. However, if they are hit or attacked by another person then their attention will divert to the person that hit them.

Full moon

At 14th level you gain another form, your skin turns a rocky texture and glows blue, your eyes also glow blue. In this form you can levitate up to 10 feet of the ground and cast Moonbeam as many times as you wish you also gain resistance to necrotic damage. This form lasts for 10 minutes or until you revert to your normal form.

 

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