Martial Archetype: Star Destroyer Do you identify as a Star Destroyer? Realize your reality through this Fighter Subclass for the world's greatest roleplaying game!

Even stars face death, but they have an advantage that mortals do not. When a star dies, its spirit may inhabit a lesser creature. That creature is blessed with supernatural abilities, able to throw concentrated plasma at their enemies and summon lesser star spirits to aid them.

Turbolasers At 3rd level when you choose this Martial Archetype, you gain the ability to expulse beams of plasma. Doing so counts as a ranged weapon with which you are proficient. The weapon deals lightning damage, has a range of 30/60, and the damage die is 1d6. This increases at certain levels as shown on the Turbolaser Damage table. The plasma explodes if it makes contact with metal, sending sparks around the impact area. Flammable items that aren't worn or carried within 5 feet of the impact will be set on fire. Often, the color of the plasma is often the color of the star spirit that inhabits you, which fades to a white around the edges of the beam. However, you can choose the color as you please, as long as it is within the visible spectrum of light. Turbolaser Damage Fighter Level Damage Die 3rd 1d6 7th 1d8 10th 1d10 15th 1d12 18th 2d12

Uplink Also at 3rd level, the star spirit within you communicates to you. You learn one language of your choice. It remembers things much better than you do, granting you advantage on History checks. Additionally, it memorizes every written thing it sees, as long as it is in a language you understand.

Deploy Fighters At 7th level, you can use your action to summon small star spirits to aid you. When you do, you choose which spirits to summon from the list below. After you use this ability, you cannot do so again until you complete a short or long rest. Star Bombers You summon 2 star spirits. At the end of your turn they move in to attack one creature within 30 feet of you, then disappear. That creature must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. They make the saving throw at disadvantage if they are wearing metal armor. If they fail, they take 3d6 lightning damage per star spirit attacking them and are restrained until the end of your next turn. Star Defenders You summon 3 star spirits. Until the beginning of your next turn, if an enemy moves within 10 feet of you they must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. They make the saving throw at disadvantage if they are wearing metal armor. If they fail, they take 1d6 lightning damage. Your AC is increased by 1 per star spirit. The spirits disappear at the beginning of your next turn. Star Fighters You summon 5 star spirits. At the end of your turn and your next turn, they each attack one creature within 30 feet of you. Those creatures must make Dexterity saving throws with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. They make the saving throws at disadvantage if they are wearing metal armor. If they fail, they take lighting damage equal to your Intelligence modifier (minimum 1). The spirits disappear at the end of your next turn.

Imposing Presence At 10th level, the aura of the spirit inside you pulls on the fear of those around you. You have advantage on Intimidation checks against creatures that are your size or smaller.

Shield Generators Beginning at 15th level, you can warp the energy you exude to create shields. You can forgo any number of attacks you make as part of your attack action. For each attack you forgo, you create an invisible shield around you that lasts until the beginning of your next turn. Each shield will absorb damage you take, and can absorb damage equal to twice your Constitution modifier (minimum 2). The damage it absorbs is not affected by your resistances, immunities, or vulnerabilities.