Base Class: Ranger
A visitor from beyond the sky, a child blessed by the cosmos, a navigator who uses the stars to the fullest- Cosmic Descenders can come from any sort of background, but their relationship to the stars above shines through. Cosmic Descenders are often good team players, focusing more on aiding their allies than being the star of the show themselves, but are still quite a formidable force on their own. They are typically more active at night, or have jobs that involve or are otherwise related to stars in some way. The idea of the cosmos as a powerful entity not related to known gods or deities is also a fairly common belief held by Cosmic Descenders.
Additional Spells:
| 3rd | Bless |
| 5th | Darkness |
| 9th | Clairvoyance |
| 13th | Gravity Sinkhole |
| 17th | Dawn |
Preordainment
When you make a successful attack on a creature, you can mark it with either Wax or Wane as a bonus action. The mark detonates when an ally successfully attacks the marked creature.
Wax: Your ally heals 1d4 + your Wisdom modifier
Wane: The marked creature takes an additional 1d4 + your Dexterity modifier force damage
After the mark detonates once, it is removed from the affected creature. You can only have one mark any time.
Both die for Wax and Wane become 1d6 when you reach level 11 in this subclass.
Eyes of the Cosmos
You learn the cantrip Dancing Lights, if you don't already know it. It doesn't count against your number of spells known. A number of times equal to your proficiency bonus, you can cast this spell with two main differences: the lights do not need to be within 20 feet of each other as long as they are within 120 feet of you, and the light within 10 feet of each or directly between two of them grant allies the ability to see normally in darkness, both magical and nonmagical, to a distance of 120 feet. They can't be dispelled by magical darkness and can be seen in it, but won't provide light in the area.
Focus Fire
When an ally you can see successfully attacks a creature, you can use your reaction to immediately make one attack against the same creature, provided it is in range.
Ephemeral Eclipse
If you start your turn within the melee attack range of at least one hostile creature, you can use a bonus action to force all enemies within that range to make a Constitution saving throw against your Spellcasting DC or be pushed 15 feet away from you, and knocking them prone. On a success, they are only pushed 5 feet back. For every creature affected, gain +5 movement speed until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a short or long rest.
Starfall
Once per long rest, as an action, you can create a Starry Sky above you in a 50-500 foot radius for 1 minute. This Starry Sky creates a projection of a night sky full of stars, and overlays any preexisting ceiling, weather conditions, etc. Any creature looking at it would see both the Starry Sky and whatever is behind it superimposed on one another. The Starry Sky does not extend into rooms without an open connection to where you currently are (such as a closed door, through a large waterfall, etc.).
Throughout the duration of Starry Sky, you can use a bonus action to summon a meteor. The location of the meteor is random within the radius of Starry Sky (Possible ways to decide where it lands include dropping 1d20 onto your battle map, rolling a percentile die to determine how many feet away from the center it lands with 1% = 5 feet and 1d8 to determine cardinal or in-between direction, or another method you chose with the dm).
The meteor has a 15 foot radius. Any hostile creatures within the radius must succeed on a Dexterity saving throw or take 5d10 force damage. On a successful save, they take half damage. Any allies within the meteor's radius gain 1d6 temporary hit points and +5 to their movement speed until the end of their next turn. This meteor also removes one condition from one ally per meteor, with the exception of the Invisible and Prone conditions, and it cannot remove levels of Exhaustion. Meteors will damage ordinary objects they hit, at the dm's discretion.
Comments