You have spent your whole life a servant of the cosmos. It has let you bathe in it and given you power as you grow. Now, you have grown strong enough to be a god, and it grants you the power of such. This power comes with your own spot among the stars, Maxim, which others can call upon in need. Having this place among the stars in varium gives you different abilities:
You are immune to the effects of space.
You don't need to eat, breath, sleep, or drink, though you must still trance to gain the benefits of a long rest.
Your armor becomes natural armor as it fuses with your being.
You access to the various Constellations among Variums vast cosmic voids. These Constellations are:
Cygnus:
You gain a flight speed equal to twice your walking speed. In addition, your support armament recharges on one die lower
Sculpture:
Once per turn, as a free action, you may swap out an armament you have equipped for another one in your possession. It must be done on your turn.
Scorpius:
Your melee attack armament now deals 'cosmic' damage. You may also reroll any 1s rolled for such armaments, and must keep the number rolled, even if it's a 1.
Eridanus:
When you take your starlight step bonus action, your maximum teleportation distance is 90 feet.
Orion:
Whenever you are attacking with a ranged armament, you may double it's short and long range. You may also gain a bonus to attack and damage rolls with such armaments equal to your intelligence modifier.
Ursas:
You may now equip an additional armament per category, provided that each armament is of a different CR. The higher CR rating is considered your Ursa Major and the lower CR is your Ursa Minor, each coming with different benefits that do not stack with one a other.
Attack Armaments:
You may, at the start of your turn, you may switch between your Ursa Major and Ursa Minor attacks. One of which must be ranged, and the other must be a melee, though which does not matter.
Ursa Major:
When you take the attack action and attack with the Ursa Major Armament you may meld all attacks into one. Attacking this way grants a bonus to damage die equal to your intelligence modifier.
(Meld into 1 means all attacks use the same roll, a hit means all hit, a miss means all miss, and a crit mean all crit)
Ursa Minor:
You may, as a bonus action, expend an amount of overcharges to a maximum 3. On your next turn, assuming you maintain concentration (similar to that of a spell) you may do additional attacks equal to the charges spent. This does not stack, and is lost if you don't take it on your next turn.
Defense Armaments:
Both armaments are considered active and have benefits based on which they are.
Ursa Major:
If it is a sense or a movement, its range/speed. If it is magic resistance, you also gain resistance to spell damage. If it is absorption, you may treat the damage rolled as maximum.
If it it any other, you gain a bonus to your movement equal to the cr of the monster times 5.
Ursa Minor:
You may designate an amount of allies equal to your intelligence modifier to gain the effects of your Ursa Minor defense.
Ursa:
Support Armaments:
You may use a bonus action to switch which Ursa Support you have active, keeping the connection open. When you use your support armament, you may choose to designate allies to be immune to the effects and damage of the armament.
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