The Star Champion

by SxRain

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The Star Champion
















Star Champion

An stoic dwarf stands tall amongst a flaming inferno as he stares down a red dragon many times his size, he takes a steadying breath and raises his shining fists, preparing himself for yet another onslaught of whirling claws and gnashing teeth.

From the back of a rowdy tavern a smug looking human in a worn down attire hurls insults back an forth with a group of grizzled miners, eventually finding himself battered, bruised, and banned from yet another local tavern.

Swarmed by a writhing hoard of undead, a shining Elf coats her blade with the same glow that surounds her, cutting off one approaching monstrosity after another, all while keeping the frightened young tiefling wrapped around her ankle safe and secure.

When the situation is at its most dire, the Star Champions will give their all. These stalwart warriors use their cosmic energy to bring down their target or become the last line of defense between their allies and certain doom.

Cosmic Fighters

Whether born with a spark of innate Astral potential within them, or gifted their Stellar abilities by a powerful entity, Star Champions at their core are walking incarnations of Cosmic potential. Star Champions are a rare occurrence amongst mortals, and their innate power often leads to them being the center of attention. However, this power does have its downsides, and when not used, it finds ways to spill out into the world.


Often, the astral spark within a Star Champion is what motivates them to adventure. Some are seeking out others who also wield these powers, and others look to master their innate ability.

Force of Astral Prowess

The Cosmos is an integral part of the life of any Star Champion, suffusing their body, mind, and soul. For some, this power is inherited from a bloodline that carries the cosmic spark of a powerful being. Others manifest their power randomly, having it burst forth in unexpected ways. The appearance of power is unpredictable, some bloodlines producing a Star Champion once a generation, and in others, each descendant has cosmic potential.


Whatever their origins, Star Champions have to learn how to control their abilities and have to hone their bodies to withstand the energies that they deal with. They draw the power from entities far beyond the stars, and they can harness their power to produce overwhelming feats.

Creating a Star Champion

When you are creating your Star Champion, consider these two specific elements: the origin of the spark that has given them their powers and how it has manifested, and how they intend to use this Cosmic brilliance. Have you accepted this power, or do you resent it for the expectations it has laid upon you?


Star Champion are known for their martial prowess, but that doesn't always come naturally. You might've enjoyed years of formal training in an army or militia, or perhaps you studied under the tutelage of a mentor keen on sharpening the skills you had at a young age.


After adventuring for some time, all Star Champion receive the blessings of a Star. Is the spark within you a festering curse that will only make you more ruthless as time passes, or is it a blessing that allows them to execute those aligned with forces that would watch the world burn? You may possibly divine it as an instrument that has allowed you to do as you see fit.


Multiclassing and the Star Champion

If your group uses the optional multiclassing rule, here's what you need to know if you choose to take a level in the Star Champion class.

Ability Score Minimum. As a multiclass character, you must have at least a 13 in Strength or Dexterity and a 13 on Charisma to take a level in this class, or to take a level in another class if you are already a Star Champion.

Proficiencies. If Star Champion isn't your initial class, here are the proficiencies you gain when you take your first level as a Star Champion: simple weapons.

Star Champion
Level Proficiency Bonus Features
1st +2 Fighting Style, Star Ring, Unarmored Defense
2nd +2 Constellation
3rd +2 Stars, Asterism
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Constellation Feature
7th +3 Star Ring (stage 2)
8th +3 Ability Score Improvement
9th +4
10th +4 Constellation Feature
11th +4 Star Ring (stage 3)
12th +4 Ability Score Improvement
13th +5
14th +5 Constellation Feature
15th +5 Star Ring (stage 4)
16th +5 Ability Score Improvement
17th +6
18th +6 Constellation Feature
19th +6 Ability Score Improvement
20th +6 The Origin Star

Class Features

As a Star Champion, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor, Medium Armor.
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Performance, and Persuasion.

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a shortbow and 20 arrows or (b) two Javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Leather Armor

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Quick Build

You can make a Star Champion quickly by using these suggestions. First, make Charisma, Dexterity or Strength your highest ability score (depending on the constellation), followed by Constitution. Second, choose the Astral Drifter(AAG) or Wildspacer(AAG) background.

Fighting Style

At 1st level, choose the Fighting Style from the options below that best reflect your martial training and control over your energy. You cannot select a Fighting Style more than once, even if a feature allows you to select an additional Fighting Style.

Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.

Wrestler

When you hit a creature with a melee attack, you can attempt to grapple that creature as a bonus action on that turn, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.

Dual Wielding

When two-weapon fighting, you can make your additional off-hand weapon attack as part of your Attack action, instead of your bonus action. Moreover, you add your ability modifier to the damage of this additional attack.

Heavyweight Fighting

You use the weight of your weapon, to land devastating blows. While you are wielding a heavy weapon, you gain a +2 bonus to damage rolls and you have advantage on Strength (Athletics) checks made to Shove.

Featherweight Fighting

While you are wielding only light weapons and nothing else, your speed increases by 10 feet and you gain a +1 bonus to damage rolls with your light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield.

Versatile Fighting

While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.

Cosmic Defense

While you are not wearing armor or a shield, you gain a +2 bonus to AC.

Bear Savagery

You fight with reckless abandon in battle. Once per turn, you can grant yourself advantage on a single melee weapon attack roll. Once you take this advantaged attack, your Armor Class is reduced by 2 until the beginning of your next turn.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, whenever you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
























Unarmored Defense

You harness the cosmic energy within your body to defend yourself from deadly blows. Beginning at 1st level, so long as you aren't wearing armor and not wielding a shield, your Armor Class equals 10 + your Strength or Dexterity modifier + your Charisma modifier.

Star Ring (Stage 1)

Starting at 1st level, You manifest the power hidden within your Body known as the Star Ring. It appears as a shimmering ring of cosmic power either around a weapon you are holding or behind your back. The Star Ring gives you supernatural resistance and power that grows as you get more stars.


You can use a bonus action to activate the Star Ring, which lasts for 1 minute. It ends early if you are incapacitated. You can also dismiss the ring at any time you choose (no action required). While your Star Ring is active, you gain the following benefits:

  • Once per turn, you can deal an extra 1d6 radiant damage to one creature you hit with an attack. This damage increases by 1d6 for three every stars you have. (Detonated stars do not count for this feature)

  • You can use your action to launch a Star Bolt (Ranged Spell attack, 1d6 radiant damage on hit, 60 ft range, Your Proficiency bonus + Your Charisma modifier to hit). This damage increases by 1d6 for every stage of your Star Ring above the 1.

You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.

Constellation

You are infused with an innate spark of Astral power. At 2nd level, choose one of the following Constellations to awaken to: Orion, Ursa Major or Canis Major, each of which is detailed at the end of this class description.


Your Constellation grants you features at 2nd level, and again when you reach 6th, 10th, 14th, and 18th level in this class.

Stars

As a Star Champion your power comes from the stars in the starry sky, or more specifically those who are beyond them. Beginning at 3rd level, you learn to harness those stars to your benefit. You have a total number of stars available to you equal to half your Star Champion level + your Proficiency Bonus.

You can detonate your stars to use some Powerful Techniques named Asterism. You learn each Asterism at Certain Star Champion levels according to the constellation you awakened to as noted in the list at the end of this class. Your detonated stars come back when you finish a long rest.

Saving Throws

If one of your Asterism requires a creature to make a saving throw, your Asterism saving throw DC is calculated as follows:

    Asterism save DC
= 8 + your proficiency bonus + your Charisma modifier

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Star Ring (stage 2)

At 7th level. In addition to the normal effects of your Star Ring, you gain the following:

  • You are able to use your cosmic energy to defy gravity. While you have at least 1 Star, your jump distances are doubled, and you may walk on unstable surfaces like water as if they were completely solid.

  • You can also detonate 1 star at the start of your turn (without using an action) to gain a flying speed equal to your movement speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Star Ring (stage 3)

At 11th level. In addition to the normal effects of your Star Ring, you gain the following:

  • When you take damage, you may use a reaction to reduce the amount by an amount equal to your Charisma modifier (minimum of 1).

  • Gravity doesn't affect you as it does to other creatures. Any falling damage you would take is reduced by an amount equal to five times your level, so long as you are conscious.

Star Ring (stage 4)

At 15th level. In addition to the normal effects of your Star Ring, you gain the following:

  • Whenever you make a saving throw you gain a bonus to your roll equal to your Charisma modifier (minimum of +1).

The Origin Star

When you reach 20th level your star body itself becomes a Star. You count as always having the maximum number of stars for the features that use the amount of stars you have to calculate things. Also your detonated stars now come back when you take a Short rest.

Constellations

At 2nd level, a Star Champion chooses one of the following Constellation that best represents their training and Aspirations: Orion, Ursa Major or Canis Major.

Orion

Mighty Hunters that channel their energy through arrows to either aid their allies or annihilate their enemies.

Orion's Singularity

2nd-level Orion's Constellation feature
You gain proficiency in the Survival skill, and your proficiency bonus is doubled for any check you make with this skill as long as you can see the stars or an Astral Hunter Mark. If you are already proficient in this skill, you gain proficiency in another skill from the Star Champion skill list. You also gain proficiency with all ranged weapons, When you attack with a ranged weapon you can produce your own ammunition, called star arrows. These arrows let you use your charisma modifier for the attack and damage rolls of your ranged weapon attacks. You don't need to have ammunition for these attacks, and they do Either Radiant or Piercing damage (your choice).

Mark of the Astral Hunter

6th-level Orion's Constellation feature
You may mark a creature within 60 feet of you for 1 hour as a bonus action. The creature glows with a glowing symbol depicting Orion's constellation, the symbol is even visible in dim light. You and your allies have advantage on any Wisdom (Survival) or Wisdom (Perception) checks you make against the target. Additionally, the target loses 2 AC and must subtract 1d6 from any roll they make. If the creature dies, you may use a bonus action on your next turn to mark another creature you can see. Once you use this feature, you can not use it again until you finish a short or long rest.

Shining Fracture

10th-level Orion's Constellation feature
Starting at 10th level, when you hit an enemy with a Star Arrow, you can cause a brief, glowing, spatial fissure that serves as an exposed weak spot. The next attack made against that creature until the start of your next turn is made with advantage. You can only use this feature once each turn.

Astral Hunter Stance

14th-level Orion's Constellation feature
Through your conection with the hunter's constellation, You have learned a special stance that makes you much more accurate. As a bonus action, you can go into the Astral Hunter Stance. While in this stance, you gain the following benefits:

  • You gain a bonus to attack rolls with ranged weapons equal to your Charisma modifier.
  • Your ranged weapon's short range and long range both double.
  • When an enemy takes the Dash action and they are within the normal range of your ranged weapon, you can use your reaction to make an attack with that weapon against them.

Cosmic Blend

18th-level Orion's Constellation feature
You have learned how to mold the fabric of space around you. You can use your Bonus Action to become invisible. Choose any number of creatures you can see, those creatures can see you as a starry silhouette. You can remove or restore this effect as a Bonus Action.


Additionally, whenever you are invisible and your Mark of the Astral Hunter is active, the target cannot detect you by any means.














Ursa Major

Those who awaken to the Ursa Major constellation usually roam around due to their laid back nature, If not roaming, they are in a town resting, or relaxing out in the wilderness, possibly with someone they love. Most People are in awe in what they do. They call them idiots for sacrificing defense for Power and Speed. These Star Champions don't worry about tactics, or skill. They just use everything they have to destroy whoever stands in their way.

Ursa Major's Singularity

2nd-level Ursa Major's Constellation feature
You gain the Dual Wielding fighting style and your unarmed strikes count as light weapons for the purpose of using them for two-weapon fighting. Also, Your unarmed strike uses a d6 for damage and you can use your Dexterity, in place of Strength, for the attack and damage rolls for them.

Astral Bear Claws

6th-level Ursa Major's Constellation feature
The cosmic energy on your inside empowers your strikes. Starting at 6th level, your unarmed strikes count as magical for the purposes of overcoming resistances and immunities to non-magical attacks and damage.

Spatial Flicker

10th-level Ursa Major's Constellation feature
Once per turn, you can rapidly close the distance between you and your foes. Whenever you make an unarmed strike on your turn against a creature you can see, you can lunge up to 30 feet toward your target before making the attack. This movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can’t end your movement in an occupied space.















Piercing bear paw

15th-level Ursa Major's Constellation feature
You can sacrifice damage for precision, delivering consistent and accurate blows that pierce trough your enemy defense. When you make an unarmed strike, you can choose to have a +5 to the Attack roll. If you do so, you reduce the damage in -5 on a hit (to a minimum of 1 damage).


You can't use this feature if you have disadvantage on your attack.

Starburst Stream

18th-level Ursa Major's Constellation feature
At 18th level, you can unleash an overwhelming barrage of strikes against your enemies. You can take one additional turn, right after you have taken your turn. This additional turn can only be used to take the Attack action.


Once you use this feature, make a Constitution saving throw against a DC of 10. On a failure, you suffer 1 level of exhaustion. On a success, you don't suffer exhaustion, but the DC increases by 5, plus 5 for each subsequent success. The DC resets to 10 after a long rest.

Canis Major

Those who awaken to the Canis Major constellation are heavily influenced by the Heavenly wolf's obsession and hatred of the Heavens, becoming erratic in nature, often using violence as their means to solve any problem that may be on their way, as well as holding their grudges to the very end.

Canis Major's Singularity

2nd-level Canis Major's Constellation feature
You gain the ability to summon a vestige of the Heavenly Wolf and its sword, the Heavenly Wolf Sword.


Starting at this level, you can use your bonus action to summon the Heavenly Wolf, which has the appearance of a spectral wolf with dark smoky fur filled with stars, It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Heavenly Wolf stat block, which uses your proficiency bonus (PB) in several places. In combat, the Heavenly Wolf shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Heavenly Wolf can take any action of its choice, not just dodge. If the Heavenly Wolf dies you can't summon it again until you finish a short or long rest.


When you Summon the Heavenly Wolf, it comes with its sword in the mouth, You are proficient with it while you wield it, on a hit it deals 1d8 of either Slashing, Bludgeoning or Radiant damage (your choice) and has the Versatile, and Heavy (Only when Two-Handed) properties. When you attack with this weapon its damage die changes depending on the stage of your Star Ring and if you are wielding this weapon one or two-handed. If you drop the weapon, it dissipates at the end of the turn, unless the Heavenly Wolf picks it up in its mouth.


You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest. You can choose to summon only the sword or only the wolf, but it will still count as a full use.


Heavenly Wolf Sword Damage die
Star Ring stage One-Handed Two-Handed
0 1d8 1d10
1 1d10 1d12
2 1d12 2d6
3 2d6 2d8
4 2d10 2d12

Immortal Slaying Sword

6th-level Canis Major's Constellation feature
The Heavenly Wolf Sacred Sword can break apart even the most resilient of the foes. Attacks that you make with the Heavenly Wolf Sacred Sword count as magical for the purposes of overcoming resistances and immunities to non-magical attacks and damage.

Even gods must fear me

10th-level Canis Major's Constellation feature
You have advantage on saving throws against being Frightened, and when you attempt to frighten a creature, you ignore any immunities it has to the Frightened condition. Additionally, Whenever you hit a creature that's Frightened by you or The Heavenly Wolf with the Heavenly Wolf Sword, you can add your proficiency bonus to the damage of the attack.

Bloodmoon

14th-level Canis Major's Constellation feature
The Heavenly Wolf Sword gets tainted red by the Wolf's Savagery and Hatred.

  • When you make an attack roll with the Heavenly Wolf Sword, you score a critical hit on a roll of 18 or 20.

  • You can roll one additional weapon damage die when determining the extra damage for a critical hit with the Heavenly Wolf Sword.












Heavenly Wolf Hell God

18th-level Canis Major's Constellation feature
Your Sinchronization with the Canis Major constellation and the Heavenly Wolf itself reaches its peak, you know how to become one with the Heavenly Wolf Hatred and make it yours.


You can use your bonus action to fuse yourself with the Heavenly Wolf. Your merged form continues to be affected by any ongoing spells or magical effects that were affecting either of you, including those from worn magical equipment.


The merged form takes on Humanoid appearence, but is still an amalgam of both creatures, so your creature type count as Celestial and as Fiend instead of Humanoid. When merged you gain the following benefits:

  • You receive a bonus to your scores equal to the wolf's modifiers (even if negatives) and can surpass the 20 limit in this way, but can't go beyond 25.
  • You can use Your bonus action to perform one of the wolf's actions or abilities.
  • Your size grows by one category.
  • You gain Temporary Hit points equal to the hit points the wolf had before merging.
  • You have advantage on saving throws against spells and other magical effects.
  • When you hit a creature with a natural weapon attack it takes an additional 1d8 magical slashing damage.

You can only use this feature once per long rest. This Form lasts for 1 minute, and you can split at any time (no action required)















Heavenly Wolf

Medium Celestial Fiend, Chaotic Evil


  • Armor Class 14 + PB (natural armor)
  • Hit Points 6 + 5 times your Star Champion level (the Heavenly Wolf has a number of hit dice [d8s] equal to your Star Champion level)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 4 (-3) Wis 10 (+0) Cha 14 (+2)

  • Saving Throws Dex (+2) plus PB, Con (+2) plus PB
  • Skills Athletics (+2) plus PB, Perception (+0) plus PB x 2
  • Condition Immunities charmed, frightened.
  • Senses darkvision 60 ft., passive perception 10 + (PB x 2)
  • Languages understands celestial, abyssal and the languages you speak.
  • Proficiency Bonus (PB) equals your bonus

Fear Claws. When The Heavenly Wolf hits a creature that's Frightened, it deals an extra 1d8 Psychic damage on hit.

Fear Conduit. The Heavenly Wolf ignores any immunities a creature may have to the Frightened condition.

Flicker. While you can see it, The Heavenly Wolf is immune to damage from area effects (such as a fireball spell).

Actions

Natural Weapon. Melee Weapon Attack: Your Proficiency bonus + Your Charisma modifier to hit, reach 5 ft, one target you can see. Hit: 1d8 + PB Force damage.

Abilities. The Heavenly Wolf can use the abilities mentioned in the "Heavenly Wolf abilities" Section.

Heavenly Wolf abilities


Ability score improvement

You may increase any ability score of Heavenly Wolf in the same way as you do whenever you gain the ability score improvement class feature from the Star Champion class. You cannot grant feats to the Heavenly Wolf in this way.


Fear Glare

Level 6 Star Champion


The Heavenly Wolf uses its divine might to exude a terrifying presence. As an action, The Heavenly Wolf forces each creature of its choice that it can see within 30 feet of it to make a Wisdom saving throw. On a failed save, a creature becomes frightened of it for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You must then finish a short or long rest before The Heavenly Wolf can use this ability again.


Hatred Howl:

Level 10 Star Champion


The Heavenly Wolf howls loudly, spewing a stroke of cosmic radiance forming a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your Asterism DC. A creature takes 8d6 Radiant damage on a failed save and must make a Wisdom Saving Throw or be Frightened for 1 minute. A creature that succeeds the Dexterity saving Throw only takes half the damage and doesn't have to make the Wisdom Saving Throw afterwards.


The Heavenly Wolf can make use of this ability a number of times equal to its proficiency bonus.

Asterism List

The Hunter's Asterism

When you awaken Orion's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.

Orion's Belt

3rd level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to their AC and Saving Throws, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)

Orion's Sword

5th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to make a ring of stars around you with a 30-foot radius, You can use your reaction each round to cause a number of creatures in the ring (including you) equal to your Charisma modifier to gain a +1 bonus to attack and damage rolls, and +1 for every 2 stars detonated to activate this Asterism. The ring lasts for 1 minute and can be dismissed at any time (no action required)

Sunblast Star Arrow

9th level Orion's Constellation
As an action you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to launch an arrow of focused sunlight at one creature that you can see within your ranged weapon's range. Make a ranged weapon attack against the target. On a hit, it takes 4d4 radiant damage for every 2 stars detonated to activate this Asterism. A 60-foot-radius sphere of light spreads out from that point. Every creature caught in the area of the sphere must succeed on a Constitution saving throw or become blinded for 1 minute. The sphere is bright light and sheds dim light for an additional 60 feet. This light is sunlight.

Star Gate

13th level Orion's Constellation
As an action you can detonate half of your stars to breach open the fabrics of space and teleport yourself from your current location to any other spot within 500 feet. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."


You can bring along objects as long as their weight doesn't exceed by more than twice what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this Technique.





If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the Asterism fails to teleport you.

When you use this Asterism, You and everyone who teleported with you gains the effects of the invisibility spell for 1 minute.


If a target is under the effects of your Mark of The astral hunter, you can see the place from above before teleporting, and you can choose a place up to 120 feet away from the target as the destination. When teleporting this way, you can ignore the original range of this technique as long as the marked creature is in the same plane as you, otherwise the Asterism Fails.


Unless Seen, this action is undetectable.

Black Hole

17th level Orion's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to shoot a miniature sized black hole at a target you can see within the normal range of your weapon, and force the target to make a Charisma saving throw. On a failure the target takes 3d10 force damage for every 2 stars detonated to activate this Asterism, and half as much on a success.


If this attack reduces the target to 50 hit points of fewer, it shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied after a number of rounds have passed equal to the amount of stars detonated to perform this Asterism.


The Bear's Asterism

When you awaken Ursa Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.

Nebula Dreadclaws

3rd level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to coat your hand in Cosmic energy in the form of a bear claw and then swing it through the air, producing five long blade like claw projections that slash through space in a straight line before dissipating.


Each creature in an adjacent 20-foot cone must make a Dexterity saving throw. A target takes 2d8 force damage on a failed save, or half as much damage on a successful one. This damage increases by 2d8 for every 2 stars detonated to activate this Asterism.

Star Shattering Slam

5th level Ursa Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) and strike the ground at your feet with that energy, forcing creatures within 20 feet of you to make a Dexterity saving throw. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. This damage increases by 1d8 for every 2 stars detonated to activate this Asterism.


If the area you strike is loose earth or stone, it becomes difficult terrain.

Unbreakable Star

9th level Ursa Major's Constellation
When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, you can use your reaction to detonate half of your remaining Stars (Minimum of 2) and fall to 1 hit point instead. Each creature within 5ft of you is pushed 10 feet away from you.

Shooting Star

13th level Ursa Major's Constellation
As a bonus action, you can detonate half of your Stars to enter a heightened state of movement which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:

  • Your movement is unaffected by difficult terrain.

  • You can use a bonus action on your turn to gain the benefits of both the Dash and Disengage action.

  • Spells and other magical effects can neither reduce the your speed nor cause you to be paralyzed or restrained.

  • You can spend 5 feet of movement to instantly escape from nonmagical restraints like manacles or a grapple.

Ursus Nova

17th level Ursa Major's Constellation
As a bonus action, you can detonate half of your Stars to enter a legendary state which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:

  • You have advantage on the first Unarmed Strike you make each turn.

  • You can add your Charisma modifier to any Strength or Dexterity ability check you make.

  • When you take the Attack action on your turn, you can make an additional Unarmed Strike as part of that action.


When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.


This Asterism doesn't stack with tenser's transformation or similar effects.

The Wolf's Asterism

When you awaken Canis Major's Constellation, you learn to manifest your energy in certain ways, you learn these Techniques automatically when you meet the prerequisite.

Sirius's Resiliance

3rd level Canis Major's Constellation
Whenever you or The Heavenly Wolf take damage, you may detonate one of your stars and use your reaction to reduce the incoming damage by Xd6, where X is your Strength modifier + your Constitution modifier (minimum 1d6).

Heavenly Wolf Slash

5th level Canis Major's Constellation
When You use this Asterism, the silhouette of a starry wolf with a tyrannical aura is projected onto the user. It then can be fired from the Heavenly Wolf itself or used in conjunction with the Heavenly Wolf sword.


In place of an attack, you can detonate a number of your Stars up to your Proficiency Bonus (Minimum of 2) to Make the Heavenly Wolf perform a Ranged Natural Weapon attack or You can instead do a melee attack with the Heavenly Wolf Sword. On Hit, the target must succeed on a Wisdom saving throw or take 1d8 psychic damage for every 2 stars detonated to activate this Asterism. and be Frightened until the effect ends. A creature that succeeds on the saving throw only takes half the damage and is not frightened.


A creature affected by this asterism can repeat the saving throw at the end of their turn, ending the effect on a success.

Heavenly Star Lamentation

9th level Canis Major's Constellation
As a Bonus action you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf reminiscence about the past, making it lament everything that had happened to it. The Heavenly Wolf Howls to the heavens, making a number of creatures of your choice equal to the amount of stars detonated to activate this Asterism suffer from the lamentation of the Heavenly Wolf. These creature must succeed on a Wisdom Saving Throw or become incapacitated and gain a 1d6 penalty to any roll they make until the end of your next turn.


A creature must be able to hear the Howl to be affected by it.

Instantaneous Hell Calamity

13th level Canis Major's Constellation
As an action, you can detonate a number of your Stars up to your Proficiency Bonus to make the Heavenly Wolf tap into the Psyche of a number of creatures you can see equal to the amount of stars detonated to activate this Asterism and create an illusory manifestation of their deepest Hatred and fears, visible only to themselves, and make it seem as if everyone else looks like that manifestation. A creature targeted by this technique must make a Wisdom saving throw. On a failed save, the creature must use its action on each of its turns to attack a creature other than itself that you mentally choose. At the end of each of the creature's turns before the effect ends, it must succeed on a Wisdom saving throw or take 2d8 psychic damage and be frightened of you until the effect ends. On a successful save, the effect ends.

Heaven Wounding Heartless Sword

17th level Canis Major's Constellation
'Earth grieves heavens wounded, solely hatred without heart' You detonate all your remaining stars but one to designate a target to become the subject of all of yours and the Heavenly Wolf's hatred. The area within a 30-foot radius around you turns blood red and fills with astral chains, Creatures Hostile to you cannot leave this radius by any means unless they end out of the area as a result of your movement, as this Zone travels with you. You also ignore the resistances and immunities of the target of your hatred, and When you attack it with the Heavenly Wolf Sword you have a bonus to hit equal to your charisma modifier.


You can only attack that target and must use your action to attack it no matter what.


At initiative count 20, you must succeed at a Wisdom saving throw against your own Asterism DC or make a single attack to the nearest creature to you without holding anything back.


This state ends after your hatred's target dies or you forcefully stop it using an action. After the effect ends you are afflicted with short-term madness, and you roll in the table a number of times equal to half the amount of rounds spent in this state.


You need to be in your Heavenly Wolf Hell God state in order to activate this asterism. If you choose to use this technique while not in your Heavenly Wolf Hell God state, you will need to concentrate on it as if you were concentrating on a spell. If you use it this way, the state only lasts for 1 minute, or until you lose concentration. Additionally, at the end of your turn, you lose 1/10th of your hit points.

The Star Champion

Become the Herald of a Star and crush your foes with this new class for Dungeons and Dragons 5th edition.

Version Info

This is Version 1.1 Alpha of the The Star Champion class, created by SxRain

Art Credits to Their Respective Creators













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