Base Class: Warlock
Expanded Spell List
The Star gives you the power to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Star Expanded Spells
Spell Level Spells
1st burning hands, color spray
2nd continual flame, scorching ray
3rd daylight, fireball
4th fire shield, wall of fire
5th dispel evil and good, flame strike
Bonus Cantrips
You know the light and produce flame cantrips. These cantrips count as warlock spells for you, and don't count against your number of cantrips known.
Nova
At 1st level, you can unleash your Star’s fury in earnest. However, if you channel its energy for too long, it will consume your mortal body. You can use your bonus action to enter a Nova. When you enter a Nova, and each subsequent turn you begin while your Nova is active, you take special radiant damage called Nova damage. This damage begins at 1d4 when you enter your Nova, and increases to 2d4 the following turn, 3d4 the turn after, and so on. This damage can’t be reduced or avoided. You don't make Constitution saving throws to maintain your concentration as a result of taking this damage. Your Nova ends if you drop to 0 hit points or if you use your bonus action to end it.
While your Nova is active, you can add additional d6s of damage, up to a maximum of twice the Nova damage you have taken on your turn, when you damage a creature with an attack on your turn. You can choose to add all the damage dice to the roll of a single attack, or divide up the damage among multiple attacks.
Solar Flare
Starting at 6th level, if you drop to 0 hit points while your Nova is active, you can choose to instead drop to 1 hit point and cause each hostile creature within 30 feet of you to take radiant damage equal to your Charisma modifier + your warlock level. Your Nova ends. Once you use this feature, you can’t use it again until you finish a short or long rest.
Healing Rays
At 10th level, the Star’s soothing rays can mend even your severest of wounds. When you begin your turn in direct sunlight and your Nova isn't active, you can use your
action to regain 1d6 hit points + your Charisma modifier. You can heal yourself a number of times using this ability equal to your Charisma modifier and regain all expended uses when you finish a short or long rest. At 14th level, this healing increases to 1d10.
Supernova
Starting at 14th level, when you enter a Nova, you can choose for your Nova damage dice and the additional damage you deal to other creatures to be d10s, instead of d4s.
Bonus Cantrips
You know the light and produce flame cantrips. These cantrips count as warlock spells for you, and don't count against your number of cantrips known.
Nova
At 1st level, you can unleash your Star’s fury in earnest. However, if you channel its energy for too long, it will consume your mortal body. You can use your bonus action to enter a Nova. When you enter a Nova, and each subsequent turn you begin while your Nova is active, you take special radiant damage called Nova damage. This damage begins at 1d4 when you enter your Nova, and increases to 2d4 the following turn, 3d4 the turn after, and so on. This damage can’t be reduced or avoided. You don't make Constitution saving throws to maintain your concentration as a result of taking this damage. Your Nova ends if you drop to 0 hit points or if you use your bonus action to end it.
While your Nova is active, you can add additional d6s of damage, up to a maximum of twice the Nova damage you have taken on your turn, when you damage a creature with an attack on your turn. You can choose to add all the damage dice to the roll of a single attack, or divide up the damage among multiple attacks.
Solar Flare
Starting at 6th level, if you drop to 0 hit points while your Nova is active, you can choose to instead drop to 1 hit point and cause each hostile creature within 30 feet of you to take radiant damage equal to your Charisma modifier + your warlock level. Your Nova ends. Once you use this feature, you can’t use it again until you finish a short or long rest.
Healing Rays
At 10th level, the Star’s soothing rays can mend even your severest of wounds. When you begin your turn in direct sunlight and your Nova isn't active, you can use your action to regain 1d6 hit points + your Charisma modifier. You can heal yourself a number of times using this ability equal to your Charisma modifier and regain all expended uses when you finish a short or long rest.
At 14th level, this healing increases to 1d10.
Supernova
Starting at 14th level, when you enter a Nova, you can choose for your Nova damage dice and the additional damage you deal to other creatures to be d10s, instead of d4s.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/6/2025 7:40:59 PM
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4
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13
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Coming Soon
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Posted Jan 25, 2025It's a typo in the description (forgot to change "at 1st level" to "at 3rd level"). It does apply the abilities properly with the 2024 changes.
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Posted Jan 25, 2025This is written as a Legacy 2014 Warlock subclass, but it's categorized under a 2024 Warlock subclass. They are incompatible.