Monastic Tradition: Way of the Constellations
Star Tracers is the name given to monks that follow the Way of the Constellations. Star tracers perform ritualistic movements that mimic the patterns of the stars to benefit from the great cosmic power held within the constellations. These secretive monks pass down their techniques through generations, closely guarding the source of their power.
Constellation Walker
3rd-level Way of the Constellations feature
Your training has given you the ability to perform the movements needed to obtain power from the constellations.
You know three constellations from the Constellation Options. You learn additional constellations of your choice at higher levels, as shown in the constellations column of the table below. Also, when you gain a level in monk, you can choose one of the constellations you know and replace it with another constellation from the Constellation Options.
| Level | Constellations |
|---|---|
| 3rd | 3 |
| 7th | 4 |
| Level | Constellations |
|---|---|
| 11th | 5 |
| 15th | 6 |
You must use your movement to move in the directions given in the Star Pattern of a constellation, before you can gain its benefits. You must complete the Star Pattern within one turn. If you use an action, bonus action, or are interrupted during this movement, you don't gain the benefits of the constellation. Movement that you make when mounted, or through different mediums (water, worked ground, rock etc), count toward completing the Star Pattern. The movement used to finish the Star Pattern of one constellation doesn't count toward completing the Star Pattern of another. You can't gain the benefits of a constellation more than once at a time.
Shooting star
3rd-level Way of the Constellations feature
Your training allows you to move swiftly and leave a trail of light. The bonus to your speed from your Unarmored Movement is doubled.
Also, when you take the Dash action, opportunity attacks against you are made with disadvantage.
Lightspeed
6th-level Way of the Constellations feature
Your movements have become even quicker and sharper.
When you take the Dash action, the extra movement is doubled. Also, when a hostile creature uses its movement, you can use your reaction to move up to 30 feet.
Unfettered
11th-level Way of the Constellations feature
You have honed your ability to escape anything that would restrict your movement.
You can use 5 feet of movement to end the grappled, or restrained conditions on you, or automatically escape from magical and non-magical restraints, such as manacles.
Also, if you use the Dash action, you can spend 2 ki points to gain the following benefits which last until the start of your next turn:
- Your speed can't be reduced by magical, or non-magical means.
- You can't be restrained, or paralyzed.
- You have advantage on saving throws against being knocked prone.
Star Favored
17th-level Way of the Constellations feature
You are able to draw upon even more power from your Star Tracer Constellations.
If you have the benefits of at least one constellation, you can add your proficiency bonus to any attack rolls, damage rolls, ability checks, and saving throws you make.
Constellation Options
Auroth the Ice Snake
Star Pattern: 5 feet south-east, 5 feet north-east, 5 feet south-east, 5 feet north-east.
The shimmering, tangible form of Auroth the Ice Snake appears in an empty space within 5 feet of you. It serves you as a mount, and you have an instinctive bond with it that allows you to fight as a seamless unit. You can mount Auroth by using 5 feet of movement.
When Auroth drops to 0 hit points, or at the start of your next turn, it disappears. If you are mounted when it disappears, you don't take fall damage.
Auroth the Ice Snake
Large beast, Unaligned
- Armor Class 15
- Hit Points 16 (3d10)
- Speed 30 feet
STR DEX CON INT WIS CHA 10 (0) 18 (+4) 10 (0) 4 (-3) 7 (-2) 5 (-3)
- Senses blindsight 10 feet, passive perception 10
- Challenge 1/4 (50XP)
Actions
Chilling bite. Melee weapon attack: +4 to hit, Reach 5 feet, one creature. Hit: 3 (1d6) piercing damage +4 cold damage
Eye of the Watching Woman
Star Pattern: 5 feet north-east, 5 feet south-east, 5 feet north, 5 feet north-west, 5 feet south-west, 5 feet south.
A ghostly eye appears on your forehead. You gain a +1 bonus to your Passive Perception, and you can't be surprised. Also, you gain darkvision out to a 30 feet radius. If you already have darkvision, the radius increases by 30 feet. At 15th level, you gain 30 feet of truesight instead. These benefits last for 1 minute, or until you fall unconscious. Once you use this effect, you can't use it again until you finish a long or short rest.
Jassa’s Dagger
Star Pattern: 5 feet south-west, 5 feet north-west, 10 feet south-east, 5 feet north-west, 5 feet south-west.
A spectral shining dagger, appears in your free hand. It is a simple melee weapon with the finesse property. When it appears in your hand, and there is a hostile creature within reach, you can make one attack with it (no action required). On a hit, the target takes radiant damage equal to two rolls of your martial arts die + your Dexterity modifier. The dagger disappears if you dismiss it (no action required), or if it is more than 5 feet away from you. You can make it reappear in your free hand by using your bonus action. This effect lasts for 1 minute, or until you fall unconscious.
Lavarandar’s Lantern
Star Pattern: 5 feet east, 5 feet south-west, 5 feet east, 5 feet north-west.
Lavarandar's Lantern opens, granting transformative powers. You transform into a humanoid hybrid of a creature below. Any equipment you are wearing or carrying isn't transformed. You revert to your true form after 1 minute, or if you fall unconscious. Once you use this effect, you can't use it again until you finish a long or short rest.
While transformed, you gain temporary hit points equal to your monk level + your Wisdom modifier, and you gain one of the following benefits:
- Shark. You gain a swim speed equal to your walking speed, and you can breathe underwater.
- Wolf. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Owl. At 13th level, you gain a flying speed equal to your walking speed.
Mystra’s Star Circle
- Level requirement: 5th level
- Star Pattern: 5 feet north-west, 5 feet west, 5 feet south-west, 5 feet south-east, 5 feet east, 5 feet north-east.
An illusionary castle appears in a 15 foot circle centered on you. You can choose to ward creatures in the area, or that enter the area. Warded creatures that end their turn in the area regain a number of hit points equal to a roll of your martial arts die + your Wisdom modifier. This effect lasts for 1 minute, or until you fall unconscious.
Also, you can cast tiny hut without using a spell slot, or material components. Once you have used this constellation, you can't use it again until you finish a long rest.
Sleepless Knights
- Level requirement: 7th level
- Star Pattern: 10 feet west, 10 feet north, 10 feet east.
Four intangible knights appear, guarding a 10 foot square within 10 feet of you. They are immune to all damage and conditions. You can choose to ward creatures in the area, or that enter the area. When a warded creature makes a Dexterity saving throw, they can roll a d4 and add it to the result. If a hostile creature targets a warded creature with an attack, they must make a Wisdom check against your ki save DC. On a failed check, they make the attack with disadvantage. This effect lasts for 1 minute, or until you fall unconscious.
The Centaur
- Level requirement: 9th level
- Star Pattern: 5 feet north, 5 feet east, 5 feet south, 10 feet north, 5 feet north-east.
You summon a ghostly, intangible centaur trained in archery in the 5 foot area where you completed the Star Pattern. It is immune to all damage and conditions. If you make an attack, you can also make a ranged weapon attack against the target from the centaur's position, as the centaur fires a ghostly, shining arrow. On a hit, the target takes radiant damage equal to a roll of your martial arts die. You can only use this effect once per turn. This effect lasts for 1 minute, or until you fall unconscious.
The Warrior Woman
- Level requirement: 11th level
- Star Pattern: 5 feet north-east, 5 feet south-east, 5 feet north-west, 5 feet north, 5 feet south-west, 5 feet north-west.
The vestige of the Warrior Woman shrouds your body. When you complete the Star Pattern, you can roll a d4 and record the result. You can add the result to all attack rolls you make each turn. This effect lasts for 1 minute, or until you fall unconscious.
When you are under the effects of The Warrior Woman, and The Centaur, you can cast banishment at its lowest level without using a spell slot, requiring no material components. Once you cast this spell through this effect, you can't do so again until you finish a long rest.
God of the Hunt
- Prerequisite: 17th level
- Star Pattern: 5 feet south-west, 10 feet north, 5 feet south-east, 10 feet east.
You call upon the God of the Hunt to raze the earth. When you make an attack, you can instead replace it with a special range attack, a searing arrow of starlight from the heavens. You choose a point within 60 feet of you that you can see. Creatures within a 30 foot radius of the point must succeed on a Dexterity saving throw or take 3d10 radiant damage, and half as much on a successful save. Also, this area becomes difficult terrain. You can only use this effect once during your turn. This effect lasts for 1 minute, or until you fall unconscious.
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Artist credits
- Front cover: Nylea, Keen Eyed (MTG: Theros, Beyond Death) by Jason A. Engle
- Page 2: Kruphix, God of Horizons (MTG: Secret Lair: Theros Stargazing) by Jason A. Engle
- Page 3: Phenax, God of Deception (MTG: Secret Lair: Theros Stargazing) by Jason A. Engle
- Page 4: Renata, Called to the Hunt (MTG: Theros, Beyond Death) by Jason A. Engle
- Back cover: Heliod, God of the Sun (MTG: Secret Lair: Theros Stargazing) by Jason A. Engle
- Page stains: Homebrewery full page stains by flamableconcrete
Original author of the Way of the Constellations: iuseeldritchblast
This subclass is themed around a character in a Chinese drama I heard about who used specific movements to gain powers. When I was making the subclass, I ended up changing the theme to have the powers based on constellations, specifically the Faerun ones (and in this version, one from Theros). Many of the powers of the constellations reflects their origins and stories.
I'm always looking for, and am open to feedback, comments and any issues that come up in play tests.