Base Class: Artificer
The Starsmith can often be found in their exotic armors, wielding weapons not seen on the Material Plane for centuries. To be in constant contact with the Astral Plane is to risk madness, or worse yet, discovery, but some view the rewards to be worth it. A Starsmith can wear armor of equal strength to the most finely crafted plate armor, or change the same suit to something that would greatly aid their movement. In addition, as their mastery grows, so too does their control of their creations. Legends tell that the ancient Starsmith suits were nearly alive, their adaptability reserved for only a select few.
Astral Armor
The Starsmith wields the powers they have extracted from the Astral Plane to for various suits of Astral Armor, giving them enhanced flexibility and utility on their adventures.
Astral Plate: The Starsmith forms a suit of immaculate Astral Plate. This gives the Starsmith increased durability at the expense of not being able to move quietly. AC 18, disadvantage on Stealth check.
Astral Mantle: The Starsmith forms a suit of focusing armor, which channels its exotic energies to amplify the damage of the Starsmith. Adds an additional 1d6 psychic damage with every physical attack.
Astral Skin: The Starsmith creates a second skin of astral energy. This skin allows the Starsmith to survive, or be capable, in situations where they might otherwise not be. Gives the Starsmith climbing as per Spider Climb, underwater breathing as per Water Breathing, and a stealth bonus as per Pass without Trace
The Starsmith must be in an Astral Suit to use their Astral Forge abilities.
Astral Engine
While within an Astral Armor, the Starsmith can produce an Astral Flare imbuing their suit with extra abilities, with a variety of abilities.
Empyrean Barrage: The Starsmith launches a barrage of lethal astral energy, dealing damage in a spell attack dealing radiant damage.
Reactive Shield: Gives the Starsmith a charge of Shield.
Ethereal Wings: Gives the Starsmith a flight speed of 20 feet until the end of their turn.
Reconfigure
Starting at 5th level, a Starsmith can reconfigure their Astral Armor to another armor type as a standard action up to their Intelligence modifier of times per day without expending a spell slot.
Cannot reconfigure a lower level armor to a higher level one.
Advanced Astral Suits
The Starsmith can expend extra effort to create advanced Astral Suits.
Advanced Astral Plate: Gives increased AC, as well as additional physical resistances.
Advanced Astral Mantle: Increases additional damage, gives the War Caster feat while active. Advantage on Wisdom saving throws.
Advanced Astral Skin: In addition to Astral Skin's regular effects, gives increased walking speed, swimming speed, and cold and fire resistance.
Astral Core
The Starsmith can use their Astral Flares to power additional spells. You can create spell slots no higher in level than 5th.
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Spell Slot Level 1 2 3 4 5 |
Astral Flare Point Cost 2 3 5 6 7 |
Starsmith Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Starsmith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
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Artificer Level 3rd 5th 9th 13th 17th |
Spell Absorb Elements, Chromatic Orb Crown of Madness, Tasha's Mind Whip |
Tool Proficiency
You gain proficiency with heavy armor. You also gain proficiency with jeweler's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Previous Versions
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3/3/2022 6:53:05 PM
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0.5
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Coming Soon
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