Base Class: Fighter
These warriors are an off-shoot from the Starblade Knighthoods of the Singularity and the Comet. The Singularity grant them incredibly strength and defence while the Comet gives them the abilities to dominate the battlefield. However, because of the bastardising of the Knighthoods, Starscourges are deeply frowned upon... and feared.
Star Caller Cry
Starting at 3rd lvl, as a bonus action, creatures of your choice within 15ft of you make a strength saving throw against your Starscourge DC. On a failure, creatures pulled within 5ft of you and take force damage equal to your fighter level.
You can use this feature once before a short or long rest. At 10th lvl, you can use it twice between rests, and 18th you can use it three times.
Meteoric Strike
Starting at 7th level, you are able to conjure the strength of a comet to attack your foes.
As an action, you can make a ranged attack of which you are proficient with against a creature you can see within 60ft of you. On a hit, the target takes 1d10 + your strength modifier and must make dexterity saving throw (DC 8 + strength + proficiency) in addition to all creatures within 5ft of the target. On a failure, they take 2d6 fire damage or half as much on a successful save.
Gravital Surge
Starting at 10th lvl, you weapons become infused with cosmic energy.
When using a strength based melee weapon, you can add an additional 1d6 force damage to your attacks.
Star Caller Impact
Starting at 15th lvl, when you use your star caller cry feature, you can then use your action immediately after make an attack roll against each of the creatures. Upon the attack roll, they take your weapon damage in addition to being forced to make another strength saving throw. On a failure, they are then also thrown back 15ft from you and take 1d10 + strength modifier in force damage. On a success, the creature only takes half.
Conqueror of the Stars
Starting at lvl 18, you can choose to use your full turn to select an area within 30ft of the start of your turn. From this point, creatures within a 15ft radius must make a dexterity saving throw (DC 8 + strength + prof) or take 4d10 + strength modifier in force damage. Their movement speed reduced to 0 until the start of your next turn. Creatures who succeed take half damage and cannot take reactions.
Once you use this feature, you cannot do so until the next dawn.