Base Class: Fighter
You have learned how to use the tattoos on your body, harbouring hidden constellations, and imbuing them with astral power.
Astral Form
Astral Form - as a bonus action you can cause the tattoos on your body to light up into constellations, you can choose which form they assume. Forms last 1 minute and you can use them a number of times equal to your proficiency bonus and regain all uses on a long rest.
Andromeda - When you attack an enemy they must make a STR save equal to 8+PROF+WIS or be restrained by astral chains.
Aquila - You have advantage on perception and investigation checks.
Circinus - You have advantage on any check made to navigate.
Corvus - You regain 1d8 health for every enemy killed.
Health regained increases to 2d8 at 10th level and to 3d8 at 15th level
Draco - while in this form your weapon extends to give you an extra 5 feet of range and you can deal an extra 1d4 force damage to the main target of the attack an amount of additional enemies within range equal to your profiency bonus (at level three you deal the weapons damage + 1d4 to the targeted enemy and only 1d4 to 2 others)
Damage increases to 2d4 at 7th level, 3d4 at 10th level and 4d4 at 15th level.
Lion - When you activate this form you draw the attention of all enemies within 15 feet of you making them roll a WIS save equal to 8+PROF+WIS otherwise they roll at disadvantage if they try to attack anyone other than you. You can also use your reaction to block one incoming attack per turn, reducing the damage by 1d8+WIS
Reduced damage increases to 2d8 at 7th level and 3d8 at 10th level.
Libra - While in this form you can use your reaction to redirect half the damage that an ally is about to take onto yourself. If an enemy is trying to heal you can redirect half of the regained health onto yourself.
At 10th level you can make the ally you are protecting only take a quarter of the full damage and enemies that you are stealing healing from only get a quarter of the effects.
Phoenix - You leave a constellation marker on your space and if you are knocked unconscious during your astral form you return to the constellation marker and take half of the damage you took during your form. While in this form your maximum health is quartered and you deal an extra 2 force damage with every attack.
Extra damage increases to 4 at 7th level and to 8 at 15th level.
Serpens - You dont provoke opportunity attacks after attempting to hit an enemy.
Taurus - You can use your bonus action to dash in this form, after dashing and moving at least 10 feet in a straight line towards an enemy you can add + 3 force damage to your total damage to them and push them back 5 feet.
Extra damage increases to 6 a 10th level and to 9 at 15th level.
Pavo - You have advantage on any check made to charm anyone or anything.
Caelum - You have advantage on any check to make or fix something.
Andromeda
When you attack an enemy they must make a STR save equal to 8 + PROF + WIS or be restrained by astral chains.
Aquila
You have advantage on perception and investigation checks.
Caelum
You have advantage on any check to make or fix something.
Corvus
You regain 1d8 health for every enemy killed.
Draco
While in this form your weapon extends to give you an extra 5 feet of range and you can deal an extra 1d4 force damage to the main target of the attack an amount of additional enemies within range equal to your proficency bonus (at level three you deal the weapons damage + 1d4 to the targeted enemy and only 1d4 to 2 others)
Damage increases to 2d4 at 7th level, 3d4 at 10th level and 4d4 at 15th level.
Leo
When you activate this form you draw the attention of all enemies within 15 feet of you making them roll a WIS save equal to 8+PROF+WIS otherwise they roll at disadvantage if they try to attack anyone other than you. You can also use your reaction to block one incoming attack per turn, reducing the damage by 1d8+WIS
Reduced damage increases to 2d8 at 7th level and 3d8 at 10th level.
Libra
While in this form you can use your reaction to redirect half the damage that an ally is about to take onto yourself. If an enemy is trying to heal you can redirect half of the regained health onto yourself.
At 10th level you can make the ally you are protecting only take a quarter of the full damage and enemies that you are stealing healing from only get a quarter of the effects.
Pavo
You have advantage on Charisma checks.
Phoenix
You leave a constellation marker on your space and if you are knocked unconscious during your astral form you return to the constellation marker and take half of the damage you took during your form. While in this form your maximum health is quartered and you deal an extra 2 force damage with every attack.
Extra damage increases to 4 at 7th level and to 8 at 15th level.
Serpens
You dont provoke opportunity attacks after attempting to hit an enemy.
Taurus
You can use your bonus action to dash in this form, after dashing and moving at least 10 feet in a straight line towards an enemy you can add + 3 force damage to your total damage to them and push them back 5 feet.
Extra damage increases to 6 a 10th level and to 9 at 15th level.
Ursa Major
You have advantage on strength checks and saving throws and add your proficiency bonus to hit an enemy.
Star Room
You can expend a bonus action to open a portal to a pocket dimension. The pocket dimention is a 10 foot cube that has no gravity and no oxygen inside.
Constellation Markers
Constellation Markers - You have a number of constellation markers equal to your proficiency bonus, they do not need any maintenance but you can only have a limited amount active at any time. Your markers can be forcefully removed by any kind of spell that dispels magic.
Your constellation markers can come in one of three forms:
Vulcan - You place a marker on a weapon or a piece of armour and it becomes +1 and magical. Modifier increases to +2 at 7th level and +3 at 15th level.
Clementia - You place a marker on a humanoid and they can add 1d6 to any ability check made while the marker is on them. The additional dice becomes 1d8 at 7th level and 1d10 at 15th level.
Salus - You place a marker on a humanoid and they can add 1d4 to any saving throw they make while the marker is active. The additional dice becomes 1d6 at 7th level and 1d8 at 15th level.
Clementia
You place a marker on a humanoid and they can add 1d6 to any ability check made while the marker is on them.
The additional dice becomes 1d8 at 7th level and 1d10 at 15th level.
Salus
You place a marker on a humanoid and they can add 1d4 to any saving throw they make while the marker is active.
The additional dice becomes 1d6 at 7th level and 1d8 at 15th level.
Vulcan
You place a marker on a weapon or a piece of armour and it becomes +1 and magical.
Modifier increases to +2 at 7th level and +3 at 15th level.
Flowing Constellations
At the start of each of your turns you can choose to switch your Astral form out for different one. You can do this twice each time you activate Astral form.
You gain an additional form shift for reaching 10th and 15th level.
Shooting Star
When you use your action surge you can move an additional 20 feet and deal an extra 2d6 force damage with any attacks made during the extra action.
Damage increases to 3d6 at 10th level and to 4d6 at 15th level.
Astral Assistance
When you use your Second Wind, you can expend your main action as well to give you and any allies within 20 feet half of the health you regain from Second Wind in temp HP.
Connected Through The Stars
When an ally uses one of your Constellation Markers you gain a benefit.
Vulcan - When an enemy is killed or hit with a critical with a weapon that holds one of your Constellation Markers you gain 1d4 temp HP
Clementia - When an ally passes an ability check with one of your Constellation Markers on them you gain 1d4 temp HP
Salus - When an ally passes a saving throw with one of your Constellation Markers on them you gain 1d4 temp HP
The temp HP gained increases to 2d4 at 15th level and 3d4 at 18th level
Stargazer
Your eyesight improves, allowing you to gain an additional 60 feet of darkvision and blindsight.
Your eyes now appear to have stars inside them.
Supernova/Blackhole
Once per long rest, when you activate either Second Wind or Astral Form you either pull enemies towards you or push them away.
Supernova - When you activate second wind any enemies within 30 feet must make a STR saving throw DC 8 + PROF + WIS or be pushed back 10 feet.
Blackhole - When you activate Astral Form you can make any enemies within 30 feet make a STR saving throw DC 8 + PROF + WIS or be pulled 10 feet towards you.
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