Base Class: Warlock
Your patron is the manifestation of a Celestial Body, slowly decaying from the passing of time. It could be an interstellar being such as a void dragon, star spawn, cosmic horror, or a similar being from beyond the veil. The pact you have taken has given you the power of manipulation the very fabric of reality with just a simple wave of the hand.
While bearing this power, your mind might start to truly understand how meaningless people are in the scale of the ever-expanding cosmos. You may find yourself to be growing cynical and cold as time passes, or maybe even disgusted by the feebleness of humanity, but the path you take while connected to the stars is up to you.
Expanded Spell List
The Dying Star lets you 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.
Dying Star Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
|
|
4th |
|
|
5th |
Cosmic Nebula
Starting at 1st level, you can conjure manifestations of the cosmos through a stockpile of astral dice which equals 1 + your warlock level. The size of your astral dice improves as you gain levels in this class: 1st level (d6), 6th level (d8), 10th level (d10), 14th level (d12).
As an action, you can expend any number of astral dice up to your Charisma modifier (minimum of 1) to conjure a wall of magical darkness within 60 feet. You can see through this darkness. Roll all expended dice, the total determines the length and height of the wall (in feet), each being 5 times the combined result. The wall has a fixed thickness of 5 feet and lasts for 1 minute.
Whenever a creature within 60 feet of you fails a saving throw or misses with an attack roll, you can use your reaction to expend 1 ethereal die. Roll the die and take necrotic damage equal to twice the result (this damage cannot be reduced by any means). The creature may then add the rolled number to their failed saving throw or missed attack roll, potentially turning it into a success or hit.
Your stockpile of astral dice refills at the end of a long rest.
Guiding Light
Starting at 6th level, your connection to your interstellar patron grants you a guiding star. You always know which way is north.
In addition, when a creature within 30 feet of you (including yourself) makes an attack roll, saving throw, or ability check, you can use your reaction to grant them advantage on the roll as your patron grants . You can choose to use this ability after seeing the roll, but before the DM determines the outcome.
You can use this feature a number of times equal to your proficiency bonus per long rest.
Pulsar Wave
Starting at 10th level, you obtain the ability to shoot a set of pulsar beams like that of a neutron star. As an action, you may shoot out two massive beams of light in 5 foot wide, 60 foot lines in opposing directions. Each creature in either line must make a Constitution saving throw. On a failed save, a creature takes 3d10 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this ability.
You can't use the feature again until you finish a short or long rest. You can also expend a warlock spell slot to use it again.
Extinction Event
Starting at 14th level, you can embody a fraction of your patron’s collapsing brilliance. As an action, you assume a radiant and unstable form for 1 minute, gaining the following benefits:
- You gain a flying speed of 60 feet.
- Once per turn, when you hit with a weapon attack or cantrip, you deal an additional 1d10 force damage.
- You emit an aura of intense radiation. At the start of each of your turns, you can choose any number of hostile creatures up to your Charisma modifier within 10 feet. Each chosen creature takes 1d8 radiant damage.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/22/2025 3:34:50 AM
|
31
|
2
|
1
|
Coming Soon
|
Comments