Fighter: Star Guardian Archetype

by MrIpsilon

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Fighter: Star Guardian

When the astral powers above bless a capable warrior with the conviction to stand for themselves, oftentimes, it becomes a trial to see if said warrior can live up to that conviction. Should they succeed, that warrior may become a Star Guardian: a defender of the ideals of their cosmic benefactor and staunch ally to all others who support those ideals. With a reserve of magic to harness and unshakeable beliefs in faith, harmony, and order, Star Guardians are often mistaken for clerics or paladins, but have their powers stem from the simple existence of connections between beings rather than directly sourced from them.

Truth, justice, harmony, friendship, love: such altruistic concepts are most common to be the true sword and shield of the Star Guardians, as decreed by their cosmic benefactors. Perhaps there was no decree, and the test of becoming a Star Guardian merely brought such emotions to a spiritual forefront. However, these ideals are twisted into darker shades more commonly than one may wish to believe: Star Guardians who fall victim to this corruption are often the de facto (or in many cases, self-imposed) nemeses of proper Star Guardians.

Wish Magic

Starting when you choose this martial archetype at 3rd level, your devotion to your ideals manifests in magical abilities.


Cantrips. You learn three cantrips: light and two other cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Preparing and Casting Spells. The Star Guardian Spellcasting table shows how many spell slots you have to cast your Wish Magic 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 Wish Magic spells that are available for you to cast, choosing from the list of spells belonging to the evocation school of magic. When you do so, choose a number of evocation spells equal to your Wisdom modifier + one-third of your fighter level (minimum of one spell). The spells must be of a level for which you have spell slots. An additional school of magic is added to your list of Wish Magic spells when you reach 10th and 18th levels.

Any spell that deals damage of a type other than force, psychic. radiant, or thunder cannot be chosen as a Wish Magic spell. If a spell has the possibility of dealing one of these damage types out of multiple (such as chaos bolt or flame strike), it is also an eligible Wish Magic spell.

For example, if you are a 7th-level fighter, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Wish Magic spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability. Wisdom is your spellcasting ability for your Wish Magic spells, since you harness the emotional bonds of those around you to create magic. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Wish Magic spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Spellcasting Focus. You can use an arcane focus or martial weapon you are proficient with as a spellcasting focus for your Wish Magic spells.


Star Guardian Spellcasting
Level Cantrips Known 1st 2nd 3rd 4th
3rd 3 2
4th 3 3
5th 3 3
6th 3 3
7th 3 4 2
8th 3 4 2
9th 3 4 2
10th 4 4 3
11th 4 4 3
12th 4 4 3
13th 4 4 3 2
14th 4 4 3 2
15th 4 4 3 2
16th 4 4 3 3
17th 4 4 3 3
18th 4 4 3 3
19th 4 4 3 3 1
20th 4 4 3 3 1

Glimmering Transformation

Also at 3rd level, you can cast light as a bonus action. When you cast light, you can activate this feature and channel the spell into a weapon you are holding or suit of armor you are wearing. Upon doing so, your attire transforms into an exuberant and colorful costume signature to you and what you stand for. The transformation lasts for as long your light spell does, and grants you the following effects:

  • Your Armor Class becomes equal to 10 + your Dexterity modifier + your Wisdom modifier, unless the armor you were previously wearing would give you a higher amount. You can carry a shield and continue to gain this benefit.
  • Once per turn, you can add 1d6 in radiant damage to the damage roll of a successful attack, or to the number of hit points restored by a healing spell you cast at 1st level or higher. When you reach 15th level in this class, this bonus increases to 2d6.
  • You make all Wisdom and Charisma checks with advantage, excluding Charisma (Deception) checks, which you make with disadvantage.

Once you use this feature, you cannot use it again until you finish a short or long rest, unless you expend a 1st-level spell slot to use it again.

Benevolent Presence

Starting at 7th level, your refusal to shy away from challenge grants you proficiency in Wisdom saving throws and one of the following skills: Animal Handling, Insight, Performance, or Persuasion.

In addition, during your Glimmering Transformation, you and each friendly creature within 10 feet of you gains advantage on saving throws against being charmed or frightened.

Celestial Virtue

Starting at 10th level, you take on the aspect of a distant heavenly body that represents a school of magic. Select one of the following options: each grants you a unique benefit, and allows you to cast spells of an additional school of magic using your Wish Magic feature.

Mercury

Embodying swiftness and selflessness, the virtue of Mercury grants your Wish Magic access to conjuration spells.

In addition, during your Glittering Transformation, all opportunity attacks are made against you are at disadvantage, and your speed increases by 20 feet.

Venus

With all the mystical beauty of an aromatic flower, the virtue of Venus grants your Wish Magic access to enchantment spells.

In addition, during your Glimmering Transformation, your Benevolent Presence has its radius increased to 30 feet, and when you use your Indomitable feature, all allies in the aura that failed the triggering saving throw may also reroll to possibly turn a failure into a success.

Mars

Investing you with ambition and fervor, the virtue of Mars grants your Wish Magic access to all evocation spells, regardless of the damage type they deal.

In addition, when you take the Attack action, you can replace one attack with a casting of one of your cantrips, and when you use your action to cast a Wish Magic spell of 1st-level or higher, you can make one weapon attack as a bonus action.

Jupiter

Bestowing patience and forethought, the virtue of Jupiter grants your Wish Magic access to divination spells.

In addition, when you use your Second Wind, you may regain either two expended 1st-level spell slots or one 2nd-level slot. Also, during your Glittering Transofrmation, you gain a bonus to all Constitution saving throws you make to maintain concentration equal to your Wisdom modifier.

Saturn

Encouraging spontaneity and cunning resourcefulness, the virtue of Saturn grants your Wish Magic access to transmutation spells.

In addition, you can Help as a bonus action and can target an ally within 30 feet of you with the action. Also, during your Glimmering Transformation, you gain a flying speed equal to your walking speed.

Uranus

Inspiring creativity and confidence, the virtue of Uranus grants your Wish Magic access to illusion spells.

In addition, when you use Action Surge after casting a spell of 1st level or higher on your turn, you can select one of the following effects to use your second action on:

  • Enter your Glimmering Transformation without expending the feature's use or your bonus action for that turn.
  • Cast a 1st or 2nd-level Wish Magic spell without expending a spell slot.
  • Teleport into an unoccupied space within 60 feet of you.

Neptune

Teaching staunchness and resilience, the virtue of Neptune grants your Wish Magic access to abjuration spells.

In addition, during your Glimmering Transformation, you can use your reaction to avoid being unwillingly moved or knocked prone, and you can use your proficiency bonus in place of your Dexterity modifier to determine your Armor Class.

Pluto

Asserting the necessity of discipline and vigilance, the virtue of Pluto grants your Wish Magic access to necromancy spells.

In addition, when you cast a spell that restores hit points or grants temporary hit points, any target of the spell below half its hit point maximum receives additional hit points or temporary hit points equal to your Wisdom modifier.

Glorious Purpose

Starting at 15th level, the glowing presence of your Glimmering Transformation inspires awe in those aligned with your cause and dread in those against it. During your Glimmering Transformation, any friendly creature within 10 feet of you gains the benefits of the bless spell, while any hostile creature within 10 feet of you suffers the penalties of the bane spell.

In addition, the light shed by your light spell now counts as sunlight.

Celestial Paragon

Starting at 18th level, you gain a second aspect listed under the Celestial Virtue feature.

In addition, choose one 5th-level spell of a school of magic associated with your Wish Magic. Your choice must follow all the damage limitations of Wish Magic. You can cast this spell once per long rest without consuming a spell slot.

Star Guardian Spells

Included in the following pages are a handful of original spells crafted for the Star Guardian to use alongside its various Celestial Virtues. Your DM may or may not allow your Star Guardian fighter to make use of them.

Blessed Blade

Evocation cantrip

  • Casting Time: 1 action
  • Range: Reach of the weapon used
  • Components: V, M (a weapon worth at least 1 sp)
  • Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. When you do, you can roll a d4 and add the number rolled to the attack roll. On a hit, the target suffers the attack's normal effects.


This spell deals bonus damage when you reach higher levels. At 5th level, your weapon blazes briefly with holy power, causing the attack to deal an extra 1d4 radiant damage to the target. The damage increases by 1d4 at 11th level (2d4) and 17th level (3d4).


Classes: Cleric

Bound

Transmutation cantrip

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: S
  • Duration: 1 round

You briefly empower your legs to propel you further through the air. Until the end of your next turn, you can use your spellcasting ability modifier in place of Strength to determine your jumping distance, and no longer require a running start to jump your maximum distance.


Classes: Artificer, Druid, Ranger, Sorcerer, Wizard

Draining Touch

Necromancy cantrip

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

With a gentle touch, you sap the life force of a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 necrotic damage, and you gain a number of temporary hit points equal to the damage dealt, which disappear at the start of your next turn.


The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Classes: Sorcerer, Wizard, Warlock

Echo Spear

2nd-level evocation

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You fire a bolt of pure magic capable of skewering through the toughest of defenses. Make a ranged spell attack against a target in range. On a hit, the target takes 2d10 force damage and is impaled by the projectile until it disappears. While impaled, the target's speed is halved, and whenever it is hit by an attack, it must make a Constitution saving throw. On a failure, the target takes an additional 2d10 force damage from the attack, and the projectile disappears. The projectile naturally disappears if it still remains at the end of the target's next turn.


At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the damage dealt by failing the projectile's Constitution saving throw increases by 1d10 for each slot level above 2nd.


Classes: Sorcerer, Wizard

Guardian Wings

2nd-level conjuration

  • Casting Time: 1 action; or 1 reaction, taken when you see a creature within range falling
  • Range: 30 feet
  • Components: V, S, M (a pristine white feather)
  • Duration: Concentration, up to 10 minutes

You outstretch your hand and manifest a pair of glowing spectral wings around a willing creature within range. When this spell is cast as a reaction, the target stops harmlessly in midair as the wings immediately hold them aloft.


For the spell's duration, the target gains a flying speed of 30 feet, or has an existing flying speed increased by 10 feet. In addition, the target can’t be knocked prone has advantage on saving throws made against effects that would unwillingly move it.


When this spell ends, the wings gracefully carry the target up to 30 feet toward the ground before disappearing.


Classes: Artificer, Druid, Cleric, Ranger

Guardian Strike

Evocation cantrip

  • Casting Time: 1 action
  • Range: Reach of the weapon used
  • Components: V, M (a weapon worth at least 1 sp)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the weapon attack's normal effects and then becomes wreathed in a pale shielding glow. If the target forces you to make a saving throw before the start of your next turn, the target takes 1d6 radiant damage, you may add 1d4 to the result of your saving throw, and the spell ends.


This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d6 radiant damage to the target on a hit, and the damage the target takes for forcing you to make a saving throw increases to 2d6. Both damage rolls increase by 1d6 at 11th level (2d6 and 3d6) and again at 17th level (3d6 and 4d6).


Classes: Cleric

Healing Surge

Necromancy cantrip

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

Placing your hand on a creature you touch, you can transfer your life force to them. You spend and roll one of your hit dice and restore a number of hit points to the target equal to the result. This spell has no effect on constructs or undead.


Classes: Cleric, Druid, Warlock


Disclaimer

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. Copyright Wizards of the Coast LLC.

Mighty Throw

Transmutation cantrip

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a weapon you are proficient with)
  • Duration: Instantaneous

You hurl the weapon used in the casting of this spell with uncanny strength. Make a ranged spell attack against a target in range, dealing damage equal to 1d8 + your spellcasting ability modifier on a hit. The damage type of this spell is the same as the damage type of the hurled weapon. Whether or not the attack hits, the weapon returns to your hand immediately afterward.


This spell can hit multiple targets when you reach higher levels: two targets at 5th level, three targets at 11th level, and four targets at 17th level. You must make a separate attack roll for each target. Each target must be within 30 feet of the previous target, and the last target must be no further than 30 feet away from you. You can not hit the same target twice in succession.


Classes: Artificer, Bard, Sorcerer, Warlock, Wizard

Prismatic Smite

4th-level evocation

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a melee weapon attack during this spell's duration, eight rays of bright light spray out in a 30-foot cone originating from the target of the attack. The target, as well as each creature in the cone, must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

1. Red. The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one.

2. Orange. The target takes 6d6 acid damage on a failed save, or half as much damage on a successful one.

3. Yellow. The target takes 6d6 radiant damage on a failed save, or half as much damage on a successful one.

4. Green. The target takes 6d6 thunder damage on a failed save, or half as much damage on a successful one.

5. Blue. The target takes 6d6 lightning damage on a failed save, or half as much damage on a successful one.

6. Indigo. On a failed save, the target takes 4d6 force damage and is restrained for up to 1 minute, taking an additional 2d6 force damage at the end of each turn it remains restrained in this way. The target can use its action to attempt to break out of the restraints by succeeding on a Strength saving throw against your spell save DC.

7. Violet. On a failed save, the target takes 4d6 psychic damage and is blinded until the end of its next turn.

8. Special. The target is struck by two rays. Roll twice more, rerolling any 8.


Classes: Paladin

Sacred Chains

5th-level evocation

  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small gold chain)
  • Duration: Concentration, up to 1 minute

You conjure a writhing mass of white-hot chains forged from holy light. One target within range must make a Dexterity saving throw, taking 6d8 radiant damage on a failure or half as much on a success. Also on a failure, the target is restrained for the spell's duration. The restrained target cannot regain hit points and sheds bright light in a 15-foot radius and dim light for an additional 15 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d8 radiant damage on a failed save, and the spell ends on a successful one.


Classes: Cleric, Paladin

Seraphic Gaze

3rd-level illusion

  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V
  • Duration: Instantaneous

You project a momentary image of true divinity, inspiring awe in all those that witness it. Each hostile creature within the spell's radius of you must make a Charisma saving throw. On a failure, a creature is frightened by you for 1 minute and has its speed reduced to 0 as long as it remains frightened; on a success, a creature is charmed by you for 1 minute. An affected creature can repeat a Charisma saving throw at the end of each of its turns or whenever you deal damage to it, removing the effect on a success.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 10 feet for each slot level above 3rd.


Classes: Cleric, Paladin

Sonic Strike

Evocation cantrip

  • Casting Time: 1 action
  • Range: Reach of the weapon used
  • Components: V, M (a weapon worth at least 1 sp)
  • Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the weapon attack's normal effects and then begins emitting a disturbing hum. If the target ends its next turn within 5 feet of you, the target takes 1d4 thunder damage, and the spell ends.


This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the secondary damage increases by 1d4. Both damage rolls increase by 1d8 and 1d4, respectively, at 11th level (2d8 and 3d4) and 17th level (3d8 and 4d4).


Classes: Artificer, Sorcerer, Warlock, Wizard

Spirit Blade

Evocation cantrip

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You conjure a blade of spiritual energy and attempt to strike one creature. Make a melee spell attack against the target. If the attack hits, the creature takes 1d10 radiant or necrotic damage (your choice).


This power can make multiple attacks at higher levels: two attacks at 5th level, three attacks at 11th level, and four attacks at 17th level. Each attack can target the same creature or different ones. Make a separate attack roll for each target. When you choose the damage type of the first attack, the rest of the attacks must use that same damage type.


Classes: Cleric, Warlock

Tasha's Twin Beams

5th-level evocation

  • Casting Time: 1 action
  • Range: Self (Special)
  • Components: V, S
  • Duration: Instantaneous

Gathering raw magic in each hand, you unleash two searing blasts of energy. Each blast is a 5-foot-wide, 90-foot-long line. You can release each blast in a separate line, combine both blasts to form a 10-foot-wide line, or place one blast at the end of the first to fire in a second direction at the end of the first line. Each creature in a line must make a Dexterity saving throw. A creature takes 6d8 force damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one line is affected only once.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.


Classes: Sorcerer, Wizard, Warlock

 

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