Base Class: Cleric
The Star-Caller is a powerful magic user who was chosen by the universe to inherit a very powerful magical artifact known as the Arcanum Deck. A Star-Caller is based upon who the Arcanum deck selects is worthy that there can only ever be one to ever exist. The Celestial Star-Caller must be someone who has a strong connection to the stars and must also be someone who cannot be swayed by Fate or the notion that they are supposed to be someone or do something no matter what. A Star-Caller is a free spirit whom is not held down by the fear of Time and Space for they have no place in a Star-Caller's world to make the right choice.
Origin of the Star-Caller
Long ago in a world that was lost to Time and History, three beings existed that would soon be the ultimate creators of the world that everyone knows of to this day. They used their power over the ultimate magic in the world to create what will become life for all mortals. The Time God, Temallion, created the power for all things to live and die. Time was created as an all encompassing way for balance to exist amongst the world and allow for mortals to live and die so that others may take up the mantle that their predecessors leave behind. The Fate God, Seethothan, created a red thread that bound everyone to the Fate that they would live. Every single living being was fated to perform a single task in the vast existence of the world, but what that task was supposed to be would be completely foreign and alien to everyone, even the one who it was bound to. The Spatial God, Nameless, did not quite agree with her partners in how to go about handling the mortals that they would create. She decided to create the power of the Star-Caller in secret of the other two. The Star-Caller would serve as the bridge that kept both Time and Fate in their place and would also be able to exist as a savior for those whom could not exist in the mortal world, should their fate curse them or their time be too short.
"Time is the ability to live within a small river that only flows in a single direction. Fate exists to bind us to a higher being like puppets on a string. My Star-Caller will see to a fair and just system."
~ Nameless (Beginning of Time)
Celestial Selection
Celestial Selection is the ability to allow the Star-Caller to draw from their Divine Arcanum. This move can be used once per turn as a bonus action. Roll a d20 dice to determine the card that is drawn from the deck. It costs one bonus action to use the drawn card. Cards can be used on yourself or another unless otherwise specified.
| Dice Roll | Card Name | Alignment | Card Effect |
| 1 | The Fool | Dark | Roll a 1d4 and add that number to any Saving Throw that they roll. |
| 2 | The Magician | Light | Recover 1d4 spell slots. If the user is not a caster, this can be used to gain their specific resource instead. |
| 3 | The High Priestess | Light | Recover 1d6+con modifier hit points to an ally. |
| 4 | The Empress | Light | Roll a second Saving Throw and take the higher number. |
| 5 | The Emperor | Dark | Grant an extra action on their next turn. |
| 6 | The Hierophant | Light | Transfer 1d6 of your health to a downed ally. |
| 7 | The Lovers | Light | Link yourself to an ally for 1d4 turns. When they land an attack, roll your own attack dice and add it to the damage they deal to the enemy. |
| 8 | The Chariot | Dark | Teleport yourself or an ally to any area within sight up to 50 feet from the original location. |
| 9 | The Hermit | Dark | Turn invisible for 1d4 turns. Enemies must make a Perception Check to find out where you are. |
| 10 | The Justice and The Strength | Light | [Dual Draw]You draw both Justice and Strength at once and can use them both in one turn. Justice grants 1d4 radiant damage to any weapon while Strength grants a flat 1d4 damage to any weapon. These cards will both last for 1d4 turns. |
| 11 | The Wheel of Fortune | Dark | Roll a 1d6. If you roll a 1-3, the enemies next attack will critically hit. If you roll a 4-6, your next attack will critically hit. |
| 12 | The Hanged Man | Dark | Reduce your Armor Class to 0 and add that number as a flat damage increase to your next attack for one turn. Armor Class returns to normal at your next turn. |
| 13 | The Death | Dark | Target an enemy that is at 30% hp or less. Roll a CON check against their CON saving throw. If you beat it, the enemy dies instantly. If you fail, you take 2d10 radiant damage. |
| 14 | The Temperance | Light | Roll a 1d6 which will summon that many magical spears that target one enemy. Each spear deals 1d4 radiant damage. |
| 15 | The Devil | Dark | Enter a frenzy mode. Take 1d6 hit points of damage each turn, but gain 1d4 extra damage and an extra action. This has no duration and will only be removed if the target wishes for it. While this is active, you cannot draw a new card. |
| 16 | The Tower | Light | Create a tower of light around a specific area that absorbs 1d8 points of damage. Once the damage threshold is met, the tower vanishes. While this card is active, you cannot draw a new card. |
| 17 | The Star | Light | Automatically pass any saving throw that you must roll. |
| 18 | The Judgement | Dark | Summon a radiant hammer that strikes down on a single foe dealing 1d10 radiant damage. |
| 19 | The World | Light | Increase your Armor Class by 1d4 points for 2 turns. |
| 20 | The Sun and The Moon | Dark/Light | [Dual Draw]Choose an alignment. The next card you draw will be forced to be used and will gain an additional affect if the alignment choice lines up or gains a negative if the alignment does not line up. The effect is at the DMs discretion. |
Redraw
As a free action once per turn, you can place the card you drew back into the deck and re-roll to draw another card from the deck. This action can only be done if you have drawn a card this turn.
Royal Road
As a full action, remove your currently held card and roll a d20 to select a new card to empower. You may select one of the following effects to add to the new card.
- Increase the dice roll of the selected card by an additional 1d4.
- Increase the turn duration of the selected card by an additional 1d4.
- Draw a second card and use both their base effects.
- Discard the card you drew to heal a single party member for 1d10.
If The Sun and The Moon is drawn while using Royal Road, this will activate a special ability known as Celestial Equilibrium.
Celestial Equilibrium
While Celestial Equilibrium is active, you may draw up to three cards in rapid succession and empower them with any of the abilities above as well as cast them all on the same turn. Celestial Equilibrium ends after you have used the third card or you end your current turn.
Sleeve Draw
As a full action, you may draw any card from the Arcanum that you wish without rolling for it. This can only be performed 1+CON modifier times per short rest.
Stellar Divination
Once per long rest, call out a alignment type and draw five cards from your Arcanum. For all of the cards that match the alignment you called, activate them all as a free action. Take 1d8 damage for each card that did not match your divination alignment.
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Posted Mar 1, 2022Really cool concept, would love to see this fully realized.
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Posted Jan 9, 2022needs a lot more specification and work