Base Class: Warlock
You have made a pact with a star in the night sky. Ancient, inhuman, and unimaginably powerful, stars’ goals are usually grand in scale, their plans unfolding over millions of years. Perhaps they are trying to warn of the destruction of a nearby star will cause when it goes supernova in a thousand millennia, or attempting to eliminate life on the planet to make way for that of their own system to spread in the galaxy. Stars are unlikely to care much about any individual person, even their greatest accomplishments likely only lasting for a blink in the star’s lifetime, although the may have more interest in the fate of the progression life on a planet over time. Any visible star, save the Sun, may be a patron. If you are in a word with crystal spheres instead of stars, such as the Forgotten Realms, your patron may instead be a star from a different sphere.
Expanded Spell List
The Stars 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.
Stars Expanded Spells
| Spell Level | Spells |
|---|---|
|
1st |
|
|
2nd |
|
|
3rd |
fireball, spirit guardians (radiant damage only, appears as a cloud of plasma) |
|
4th |
fire shield, guardian of faith (appears as a star) |
|
5th |
|
|
6th |
|
|
8th |
D&D Beyond doesn’t currently support adding expanded spells to the warlock spell list Mystic Arcanum choices. To use these spells, select them using this feature and do not select the Mystic Arcanum spell.
Sunbeam
If you choose to use sunbeam as your 6th level Mystic Arcanum spell, select this option and do not select a spell from the Mystic Arcanum list.
Sunburst
If you choose to use sunburst as your 8th level Mystic Arcanum spell, select this option and do not select a spell from the Mystic Arcanum list.
Stellar Warrior
Starting at 1st level, given the incredible brilliant of the power you wield, you have learned to wear armor to protect yourself. You gain proficiency with medium armor, heavy armor, and shields.
You also learn to invoke the radiance of your patron. You learn the light and word of radiance cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
See Stars
At 1st level, when you close your eyes, you see the stars as if it were a perfectly clear night, with your patron star glowing especially bright. The sun is still visible, but is dimmed considerably. Using the position of the stars, you can determine time of day, the phase of the moon, and the cardinal direction in which you are facing. You can share this ability with one creature you touch.
If you choose to, you can cause your patron star to glow brightly, and can be seen even with your eyes are open. As an action, you can attempt to blind a creature you can touch. The target must make a Constitution saving throw against your warlock spell save DC or take radiant damage equal to your Charisma modifier + your warlock level and become blinded until the end of your next turn. On a successful save, the creature takes half as much damage and isn’t blinded.
You are also exposed to the star’s brilliance. After using this ability in this way, you take radiant damage equal to half your warlock level, rounded up. This damage cannot be reduced in any way.
Magnetosphere
Starting at 6th level, you can create a powerful magnetic field around you, bending metal and plasma to your will. When you are targeted by a weapon attack with an iron or steel weapon, or a spell or effect that deals fire or lightning damage, you are able to redirect it as a reaction.
If you are targeted by a weapon attack with a metal weapon, the attack misses, and the attacking creature drops their weapon, if it is melee. Make an attack against the creature with your warlock spell attack modifier (melee if the attack was melee, ranged if it was ranged). On hit, the target takes damage of the weapon’s type equal to a roll of the weapon’s damage dice + your Charisma modifier. This attack counts as a weapon attack.
If you are targeted by a spell, make a Charisma check. The DC equals 10 + the spell’s level. On failure, you are able to redirect the path of the spell as if you fired it, using you warlock spellcasting modifier, spell attack modifier, or save DC if needed. On success, the spell functions normally, but doesn’t affect you.
If you are targeted by an effect that is not a spell, it doesn’t affect you.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Explosion of Light
Starting at 10th level, as an action, you can channel the light of your patron through your body, damaging enemies with its extreme brightness.
Each creature in a 30-foot sphere originating from you must succeed on a Constitution saving throw against your warlock spell save DC or take radiant damage equal to twice your warlock level and become blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. Any creatures of your choice within this radius make their saving throws with advantage. Magical darkness in this area is dispelled.
Each creature in a 15-foot sphere originating from you has disadvantage on their saving throw and takes additional fire damage damage equal to your warlock level on a failed save, or half as much damage on a successful one. All flammable objects within this area feet ignite if they aren’t being worn or carried.
Your patron’s light, even at this reduced magnitude, sears your flesh as with its brilliance. After using this ability, you take radiant damage equal to your warlock level. This damage cannot be reduced in any way.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Blazing Core
Starting at 14th level, you gain the ability to channel the raw energy of the stars through you body. On your turn, you can enter the Blazing Core state as a bonus action.
While in this state, you gain the following benefits:
- You have immunity to fire, lightning, and radiant damage.
- When you would normally roll one or more dice to deal fire, lightning, or radiant damage with a spell, you instead use the highest number possible for each die.
- Any creature that hits you with a melee attack takes fire damage equal to your warlock level.
- When a creature enters within 10 feet of you for the first time on a turn or starts its turn there, must succeed on a Constitution saving throw against your warlock spell save DC or take radiant damage equal to your warlock level. On a successful save, a target takes half as much damage.
- When you deal radiant damage to a creature, you can choose to make that creature blinded until the end of your next turn.
This state lasts until the start your next turn, unless you use a bonus action at the start of your turn to extend the duration of the status for an additional turn. You can use feature for up to 4 turns. These turns do not have to be continuous. You regain all expended turns when you finish a long rest.
The extreme energy of a star is too much for much for any mortal body to bear. While you are in the Blazing Core state you take radiant damage equal to your warlock level at the end of your turn. In addition, on the turn after you exit your Blazing Core state, you take radiant damage equal to half your warlock level. This damage cannot be reduced in any way.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/1/2021 3:31:33 AM
|
10
|
0
|
--
|
Coming Soon
|
|
|
3/2/2021 6:31:04 PM
|
15
|
0
|
2
|
Coming Soon
|
|
|
3/7/2021 5:04:33 AM
|
12
|
1
|
2.1
|
Coming Soon
|
|
|
3/7/2021 5:50:24 AM
|
12
|
0
|
2.2
|
Coming Soon
|
|
|
4/15/2021 7:40:17 PM
|
18
|
1
|
2.2
|
Coming Soon
|
|
|
6/13/2021 4:11:23 AM
|
20
|
2
|
2.3
|
Coming Soon
|
|
|
6/18/2021 5:57:17 PM
|
32
|
0
|
2.4
|
Coming Soon
|
Comments