Base Class: Rogue
Inherently blessed by the heavens, Star Spinners rarely ever find a home to settle to, always drawn to new places under the watch of the stars. Those blessed with the abilities of a Star Spinner often come in pairs. When together it is said that a pair of Star Spinners is dozens of times stronger than a singular Spinner, however it is know that when one dies so to does the other. The birth of a Star Spinner is often heralded in two regards, the Spinner blessed with stellar magic is usually seen as a benevolent force and is treaty with kindness, while the Spinner blessed with lunar magic is often shunned and hated, being seen as a pale mockery of its partner. As such Star Spinners are often separated at birth, while not an inherently negative action, the separation of Star Spinners can cause mental and emotional problems for the two Spinners.
Star Spinners all share similar abilities, while a Spinner of stellar inclination is more likely to wield different magic than their counterpart, it is not absolute. Star Spinners inherent blessing will often manifest as a near prophetic sense of danger. In addition, Star Spinners are able to channel divine magic through their bodies, this magic can be stored up over time, and then released in a transformation or raw magic. As a Spinner stockpiles up magic, markings will appear over their body in the form of constellations.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn three cantrips from the cleric spell list.
Spell Slots
The Star Spinner Spellcasting table shows how many spell slots you have to cast your cleric 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.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your cleric spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Star Spinner Spellcasting
|
ROGUE LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
|||
|---|---|---|---|---|---|---|
|
1ST |
2ND |
3RD |
4TH |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Stellar Embodiment
Starting at 3rd level, whenever you use cunning action or damage a creature with sneak attack, you can choose to release your Stellar Embodiment for 1 minute or until you are incapacitated. While your Stellar Embodiment is active you shed bright light for 10ft and dim light for another 10ft, you can use your charisma modifier for attack and damage roles instead of strength or dexterity. Whenever you deal sneak attack damage while your Stellar Embodiment is active you can choose to replace all damage dealt with radiant damage.
Once you use this feature you cannot do so again until you finish a long rest or expend a spell slot.
Spinner's Pull
Starting at 9th level, whenever a creature you can see within 60ft makes an attack role, ability check or saving throw as a reaction you can influence the outcome of the event. When you do so roll a d6 and either add or subtract the number rolled from the aggravating role. Whenever this feature is used and it does not change the outcome the user takes radiant damage equal to the number they rolled.
Everytime this feature is used successfully the amount of dice rolled increases by 1. Once this ability fails it cannot be used again until you finish a long rest.
Weave Master
Starting at 13th level, while a Star Spinner is in their Stellar Embodiment, once on their turn, whenever they hit a creature with a spell attack role, they can add their sneak attack damage to the damage of the spell. If the spell does not deal damage then the damage dealt is radiant damage.
Rewrite the Loom of Fate
Starting at 17th level, as part of their cunning action, a Star Spinner can target the effect of any spell they can see within 60ft. If the spell's effect is one of multiple it can produce then the Star Spinner can change the chosen effect. If the spell was created by a creature other than the Star Spinner then they must make a spell ability check opposing the caster of the targeted spell. Or if the Star Spinner so chooses, they may instead end the targeted spell without any consequence.
This feature can be used a number of times equal to your proficiency bonus, gaining all expended uses back on a short rest.
*Example*
When a Star Spinner activates this ability, they target a creature that is blinded from the blindness/deafness spell. First if the spell was cast by a wizard then the Star Spinner makes a spell ability check (Charisma) against the wizard's spell ability check (Intellegence), if the Star Spinner succeeds they can then either end the spell or make the target deaf instead.
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