Warlock
Base Class: Warlock

It is impossible to comprehend the unbridled power contained within a star: an
infinity of nuclear reactions, a constant explosion, unceasing for millennia—the ultimate inferno. It’s no surprise that someone would seek to harness some of this power for their own.
With the right words of forgotten lore, warlocks can do just that, drawing some small fraction of the howling flames into themselves. The Star is not a sentient patron, it doesn't demand sacrifices or worship from its warlocks; it is a beacon in a sea of black, a force of nature that will long outlive any living thing.
Though the annals of history do not recount their battles, warlocks of The Star have waged endless war with those of The Singularity, who seek to plunge the galaxy into perfect darkness.

Extended Spell List

The Star gives you the power to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Star Expanded Spells
SPELL LEVEL SPELLS
1st burning hands, color spray
2nd continual flame, scorching ray
3rd fireball, daylight
4th wall of fire, fire shield
5th destructive wave, flame strike

Nova

At 1st level, you can unleash your Star’s fury in earnest. However, if you channel its energy for too long, it will consume your mortal body. You can use your bonus
action to enter a Nova. When you enter a Nova, and each subsequent turn you begin while your Nova is active, you take special radiant damage called Nova damage. This damage begins at 1d6 when you enter your Nova, and increases to 2d6 the following turn, 3d6 the turn after,
and so on. This damage can’t be reduced or avoided. You don't make Constitution saving throws to maintain your concentration as a result of taking this damage. Your Nova ends if you drop to 0 hit points or if you use your bonus action to end it.

While your Nova is active, you can add additional d6s of damage, up to a maximum of twice the Nova damage you have taken on your turn, when you damage a creature with an attack on your turn. You can choose to add all the damage dice to the roll of a single attack, or divide up the damage among multiple attacks.

Solar Flare

Starting at 6th level, if you drop to 0 hit points while your Nova is active, you can choose to instead drop to 1 hit point and cause each hostile creature within 30 feet of you to take radiant damage equal to your Charisma modifier + your warlock level. Your Nova ends.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Healing Rays

At 10th level, the Star’s soothing rays can mend even your severest of wounds. When you begin your turn in direct sunlight and your Nova isn't active, you can use your action to regain 1d6 hit points.
You can heal yourself a number of times using this ability equal to your Charisma modifier and regain all expended uses when you finish a short or long rest. At 14th level, this healing increases to 1d10.

Supernova

Starting at 14th level, when you enter a Nova, you can choose for your Nova damage dice and the additional damage you deal to other creatures to be d10s, instead of d6s.

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