Base Class: Bard
Some are inspired by the world around them, and some are inspired by legends and stories that have come to pass, but others find their inspiration by looking to the skies. To a bard of the College of Constellations, no beauty compares to that of a star filled sky. Using these glimmering lights, they tell stories of ages past, of heroes and villains who enshrined themselves in history, of creatures and magic and monsters and all the things that proved themselves worthy of being represented in starlight for all eternity. These bards can take on the power of those stories, of the constellations themselves and the legends they represent, to go out into the world and make new legends.
Mantle of Stars
3rd-level College of Constellations feature
When you join the College of Constellations at third level, you gain the ability to embody the legends behind the constellations. When you gain this feature, you learn the stories of three constellations (see "Constellation Options" below). You can use a bonus action to expend one use of your Bardic Inspiration, taking on a mantle of stars and gaining abilities drawn from the constellation of your choice for one minute. You gain one additional constellation at 6th level and at 14th level.
The Avian
This constellation tells the story of travel, of wanderers making their way through unchartered territory, and of messages being sent in times of need. When you take on this constellation, you can use 10 feet of movement to teleport a number of feet equal to ten times your proficiency bonus. In addition, your movement speed is increased by 10 feet.
Empowered
If you have empowered this constellation, you can teleport instead of moving an unlimited amount of times on your turn, and the bonus to your movement speed increases to 20 feet. In addition, you also have a flying speed equal to your walking speed.
The Cage
This constellation tells the story of imprisonment, of monsters that cannot be killed, so must be trapped and hidden away for eternity. When you take on this constellation, you can use an action to choose a creature that is large or smaller within 30 feet and force them to make a Constitution saving throw against your spell save DC. On a failed save, the creature is restrained for the duration of the constellation. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the effect ends. You can only target one creature at a time with this constellation.
Empowered
If you have empowered this constellation, you can target up to three creatures at once when you use this constellation instead of being limited to one, and the number of captured creatures you can have at once also increases to three. In addition, there is no limit to the size of the creature you can target, and you can also target an object, magically fixing it in place. The range also increases to 60 feet.
The Cloak
This constellation tells the story of concealment, of master thieves sneaking past deadly sentinels, and of precious things hidden from all harm. When you take on this constellation, you have a +10 bonus to Dexterity (Stealth) checks, and leave behind no tracks or traces of your passage. You can also use an action to cause an object in your hand to vanish, sequestering it in an extraplanar space until your use of this constellation ends. You must be the only one holding the object, it must weigh no more than 5 pounds, and you can only have a number of objects equal to your proficiency bonus sequestered at once. You can use an action to summon an object back to your hand at any point during your use of this constellation. When the effect ends, any objects you still have sequestered drop at your feet.
Empowered
If you have empowered this constellation, when you make a Dexterity (Stealth) check, you can treat a d20 roll of 9 or lower as a 10, and each creature of your choice within 10 feet share the benefits to stealth from this constellation. In addition, when you sequester an object, it stays in the extraplanar space until you retrieve it or take a long rest, persisting even when this constellation ends.
The Eye
This constellation tells the story of focus, of watchful eyes from above, observing all that transpires on the world below. When you take on this constellation, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks, and using an action, you can magically locate a creature or object within a mile. When you choose a creature or object you are familiar with, you sense the direction to its location. If it is moving, you know the direction of the movement. You can also choose to find the nearest creature or object of a particular kind, such as a human or a sword.
Empowered
If you have empowered this constellation, when you have found a creature or object using this constellation, you can scry on it. This functions identically to a scrying spell, except that the target does not make a saving throw, and the range is still limited to one mile.
The Flame
This constellation tells the story of ignition, of fire and passion that burn so brightly that they seem to do the impossible. When you take on this constellation, you can use an action to unleash a torrent of flame in a 20-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking fire damage equal to three times your proficiency bonus on a failed save, or half as much on a successful one. Damage done by this constellation ignores resistance to fire damage.
Empowered
If you have empowered this constellation, the range of your flames increases to a 40-foot cone, and the damage done by this constellation also now ignores immunity to fire damage.
The Sentry
This constellation tells the story of protection, of sentinels and vanguards protecting all they hold dear from the forces that conspire against them. When you take on this constellation, you can use an action to create a barrier of force directly in front of you, 1/4 inch thick, 15-feet wide, and 10-feet tall. The barrier is stationary, and it is dispelled if you use any movement speed or otherwise move away from it. When you create the barrier, you choose whether it is physical or magical. A physical barrier blocks all creatures and objects from moving through it, granting full cover from any weapon attacks, and a magical barrier blocks all magical effects from passing through, granting full cover and preventing spells from being cast on the other side. The barrier is two way, so allies hidden behind it cannot attack through it either. For the purposes of this effect, magical weapons count as physical, and magically propelled objects, such as an object launched by a catapult spell, count as magical. The barrier itself is immune to all damage and cannot be dispelled by dispel magic, but can be destroyed by a disintegrate spell. You can only have one barrier active at a time.
Empowered
If you have empowered this constellation, the barrier you create can be selective, allowing you and your allies to bypass the limits of the barrier while still blocking the physical or magical effects of enemies.
The Spiral
This constellation tells the story of disruption, of those that would interfere with order of things, whether that be dismantling a kingdom, or overthrowing a tyrannical ruler. When you take on this constellation, you can use an action to choose a 20-foot cube within 90 feet. Each creature inside the cube must make a Strength saving throw against your spell save DC or be moved 10 feet in a direction of your choice. All affected creatures move in the same direction. Additionally, if a creature is concentrating on a spell while they are affected by this constellation, they must make a concentration check against your spell save DC.
Empowered
If you have empowered this constellation, the area you can target increases to a 40-foot square, and you are able to move creatures that fail the saving throw up to 20 feet. In addition, when you force a creature to make a concentration check, whether through damaging it or using this constellation, it has disadvantage on the saving throw.
Fateful Refraction
3rd-level College of Constellations feature
Once per long rest, you can change your stars, altering your fate in a minor way. When you roll an attack, ability check, or saving throw, you can roll an additional time, choosing which one of the results to use. You may choose to use this feature after you find out whether the roll succeeds or fails.
Story of the Stars
6th-level College of Constellations feature
You learn the legend lore spell, which doesn't count against the number of bard spells you know. Once per long rest, you can cast it without expending a spell slot or requiring material components. You also have advantage on any Intelligence checks made to recall any stories about legendary figures.
Stellar Navigation
6th-level College of Constellations feature
Your study of the stars has grown to a point where you can use them to assist in navigation. You gain proficiency with navigator's tools. While you can see the night sky and have navigator's tools on you, you and whoever you're traveling with cannot get lost.
Astral Legends
14th-level College of Constellations feature
The abilities of your Mantle of Stars gain potential. When you activate your Mantle of Stars, you can expend two uses of your bardic inspiration instead of one to activate that constellation in its empowered form.
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