Celestar The Celestar Level Proficiency Bonus Features Cantrips Known Celestial Points Maximum Spell Level 1st +2 Forme Shifter, Harness the Signs - - - 2nd +2 Spellcasting 2 2 1 3rd +2 Celestial Path 2 3 1 4th +2 Ability Score Improvement 2 4 1 5th +3 Celestial Balance, Celestial Overload 2 5 2 6th +3 Celestial Path Feature 2 6 2 7th +3 Celestial Resilience 3 7 2 8th +3 Ability Score Improvement 3 8 2 9th +4 Shifting 3 9 3 10th +4 Celestial Path Feature 3 10 3 11th +4 Celestial Healing 3 11 3 12th +4 Ability Score Improvement 3 12 3 13th +5 Unchanging 3 13 4 14th +5 Celestial Path Feature 3 14 4 15th +5 Celestial Barrage 3 15 4 16th +5 Ability Score Improvement 3 16 4 17th +6 - 4 17 5 18th +6 Supernova 4 18 5 19th +6 Ability Score Improvement 4 19 5 20th +6 Ascension 4 20 5 A high elf brings her twin shortswords down upon her foe, harnessing her superior speed. Her swords glow with bright light, and her enemy shields their eyes before the force of sunlight renders them unconscious. A stout dwarf skulks through the ruins of a castle, sticking to the shadows and remaining undetected in his mission. Encountering a guard looking out over a piece of wall, the dwarf raises his crossbow and fires, utilising the moon's power to throw the guard far below off the wall. An elderly human studies the formations of the stars in the night sky, and concludes that her next adventure into a forgotten cave will be wrought with danger and peril. Celestars are warriors and spellcasters that are able to use the power of the sun, moon and stars to augment their abilities. They have unlocked the raw energy of these celestial bodies and are able to use these powers to further their goals. Class Features As a celestar, you gain the following class features: Hit Points Hit Dice: 1d8 per celestar level

1d8 per celestar level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per class level after 1st Proficiencies Armor: Light armor, medium armor

Light armor, medium armor Weapons: Simple Weapons, two martial Weapons of your choice

Simple Weapons, two martial Weapons of your choice Tools: None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Athletics, Insight, Medicine, Perception and Persuasion. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon or (b) two simple weapons

(a) five javelins or (b) a shortbow and 30 arrows

(a) a component pouch or (b) an arcane focus

(a) a priest's pack or (b) an explorers pack

Forme Shifter As a Celestar, you have learned to harness the power of the sun and moon to give you martial and arcane prowess. After every short or long rest, you may choose to adopt either Sun Forme or Moon Forme. Your retain this forme until your next short or long rest, you use an action to return to your normal self, or you die. If you choose to use an action to return to your normal self, you cannot adopt a Forme until the end of your next short or long rest. Sun Forme Harnessing the power of the sun, the celestial body that brings life to the world, you are able to augment the power of your spells and attacks. In addition, you become more mobile, and gain the ability to blind your foes. You gain the following features while in sun forme: Once on each of your turns when you deal radiant or fire damage, you may add your proficiency bonus to the damage roll as extra damage of that same type.

Your movement increases by 5 ft.

You are able to see in dim light within 30 feet of you as if it were bright light.

As an action on your turn, you may attempt to blind a creature of your choice. Choose a creature within 30 ft. that you can see: that creature must make a Constitution saving throw using your Spell Save DC. On a failure, the creature is considered blinded. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. You may only use this feature once per short rest. Moon Forme Harnessing the power of the moon, the ruler of the tides and the night, you become more resistant to attack and become in tune with the night. You gain the following features while in moon forme: You gain proficiency with the Stealth skill. If you already have proficiency in that skill, you may double your proficiency bonus applied to that skill.

You add half your proficiency bonus (rounded down) to your AC.

You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

As a bonus action on your turn, you may imbue your weapon with the strength of the moon's maria. The next time you hit a Large or smaller creature with a weapon attack, the creature must make a Strength saving throw using your Spell Save DC. On a failure, the creature is pushed 10 ft. away from you and falls prone. You may only use this feature once per short rest. Harness the Signs Celestars are able to interpret the constellations and use their patterns to draw on their cosmic power. After each short or long rest, you may choose one of the following benefits. These benefits last until your next short or long rest, or until you die. The Ram: Your movement speed increases by 10 ft. In addition, you gain a bonus to initiative rolls equal to half your proficiency modifier (rounded down).

The Bull: Once on each of your turns, if you move at least 10 ft. straight toward a target then hit it with a melee weapon attack on the same turn, the target takes an extra 3 (1d6) piercing damage. This damage increases to 2d6 at 5th level, 3d6 at 10th level and 4d6 at 15th level.

The Twins: You learn the find familiar spell and can cast it as a ritual. The familiar can take the following forms: cat, crab, rat, sea horse or weasel. You may only use this feature once.

The Crab: You may add your proficiency bonus to Charisma (Persuasion) checks, in addition to any other bonuses. In addition, you may use an action to impose disadvantage on the first attack made against one creature within 5 ft. of you within the next minute.

The Lion: You may use an action to choose once creature within 60 ft. of you other than yourself. That creature gains an Inspiration die, a d6, that may be used within the next 10 minutes. The creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. This die increases to a d8 at 5th level, a d10 at 10th level and a d12 at 15th level. You may only use this feature once.

The Maiden: You may use an action on your turn to attempt to calm a creature that is hostile to you. The creature must make a Charisma saving throw against your spell save DC. On a failure, the creature cannot take tha Attack action or be hostile towards any creature for one minute. This effect ends if the target is attacked or harmed by a spell, or witnesses any of its friends being harmed.

The Scales: You may use an action to balance the health of you and an ally. Touch a target within 5 ft. If they are willing, set both of your hit points to half of your combined hit points. This cannot exceed either of your hit point maximums.

The Scorpion: Once on each of your turns when you hit a creature with a weapon attack, the target takes an extra 2 (1d4) poison damage. This damage increases to 2d4 at 5th level, 3d4 at 10th level and 4d4 at 15th level.

The Horse Archer: If you make a ranged weapon attack with your Attack action on your turn, you may use your bonus action to Dash that turn.

The Mountain Goat: You can jump vertically up to 10 ft., and difficult terrain does not slow your movement.

The Water-bearer: If you take the Help action on your turn, you can use your bonus action to Dash, Disengage or Hide.

The Fish: You gain a swimming speed of 30 ft. Spellcasting Cantrips At 2nd level, you know two Cantrips of your choice from the celestar spell list. You learn additional celestar Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Celestar table.

Preparing and Casting Spells The Celestar table shows how many Celestial Points you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a number of celestial points equal to the spell's level. You regain all expended celestial points when you finish a Long Rest. You prepare the list of celestar Spells that are available for you to cast, choosing from the celestar spell list. When you do so, choose a number of celestar Spells equal to your Wisdom modifier + half your celestar level, rounded down (minimum of one spell). You may not prepare a spell that is of a level higher than that indicated in the Maximum Spell Level column of the Celestar table. You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of celestar Spells requires time spent studying the sun and moon as well as the incantations and gestures used to cast the spell: at least 1 minute per Spell Level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your celestar Spells, since you draw power from the celestial bodies around you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a celestar spell you cast and when Making an Attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell Attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your celestar Spells. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Celestial Overload Beginning at 5th level, you are able to focus your spellcasting into one powerful, yet dangerous, spell. When you cast a spell, you may choose to use your Celestial Points to cast it at a level above your Maximum Spell Level as shown in the Celestar Table. If you do, make a Wisdom Saving Throw with a DC of 8 + 3 for every spell level above your Maximum Spell Level. On a successful save, you cast the spell as normal. On a failed save, the spell implodes. You lose the Celestial Points you used in attempting to cast the spell, and both you and every creature within 10 ft. takes 3d8 force damage. Celestial Balance Starting at 5th level, when you use your action to make a weapon attack, you may use your bonus action to cast a cantrip. In addition, when you use an action to cast a spell, you may use your bonus action to make an attack with a one-handed weapon. Celestial Resilience By 7th level, you have become accustomed to the power of the moon and sun, and can resist their effects. You cannot be considered Blinded and if you did not move on your last turn, you cannot be pushed or otherwise moved by a spell or effect against your will. In addition, you may choose one of these damage types and you gain resistance to damage of that type: cold, fire, force or radiant. Shifting Beginning at 9th level, you may use an action to expend 2 Celestial Points to change either your Forme (from the Forme Shifter feature) or your Sign (from the Harness the Signs feature). Celestial Healing Starting at 11th level, you have gained the ability to harness celestial power to heal yourself and others. You always ahve the following spells prepared, and they do not count against the number of Spells you can prepare: cure wounds, lesser restoration, greater restoration, mass healing word. Unchanging Beginning at 13th level, you have advantage on saving throws spells and effects that would impose the following conditions upon you: charmed, frightened, paralysed or stunned. Celestial Barrage Beginning at 15th level, you are so attuned to celestial bodies that you are able to rain down parts of the moon and sun upon your foes. Once per day, you may use an action to choose a point within 60 ft. of you and choose either sun or moon barrage. Any creature within a 30 ft. sphere centred on that point must make a Dexterity saving throw. On a failed save, the creature takes 8d6 bludgeoning and 8d6 cold damage if you chose moon barrage; or 8d6 bludgeoning and 8d6 fire damage if you chose sun barrage. On a successful save, the creature takes half as much damage. Supernova From 18th level, when you drop to a number of hit points equal to your Celestar level plus your constitution modifier, you explode in the manner of a dying star. All creatures within 50 ft. of you (excluding you) must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 8d8 radiant damage and 8d8 fire damage and is blinded until the end of your next turn. On a success, the creature takes half as much damage and is not blinded. This feature does cannot gain any bonuses to its damage, even from other Celestar features. Ascension From 20th level, you have become attuned to the sun, moon and stars and have begun to take on the very essence of these bodies. You are immune to the following conditions: blinded, grappled and. petrified. In addition, you are always able to breathe and maintain vital body functions where there is not air, for example underwater and outside the terrestrial atmosphere.

Celestial Paths Although all Celestars have an affinity with the celestial bodies, some see more power, knowledge or truth in some specific bodies. Those who study the stars focus on divining the future and the more nuanced magical power that those white dots bring. Those who focus on the sun and moon see bodies whose influence and power is clear, and essential to life on this planet. Each body has a different kind of power that can be studied and harnessed, and Celestars work to maximise this power for their own ends. Path of the Stars Many Celestars see the stars as key to life on this planet. Those who follow the Path of the Stars see art, science and war amongst the stellar constellations, and are able to harness this sight and the stars themselves to further their goals on this terrestrial plane. Stellar Spellcasting The stars are the source of an incrdible amount of heat, light and power; and you are able to harness these physical attributes, as well as the formation of the stars, to enhance your own spellcasting. Beginning at 3rd level, you gain the following benefits: Whenever you hit a target with a spell attack, you may use a bonus action to deal an extra 3d4+3 force damage to the target, as three small stars supplement your attack. You may use this feature a number of times equal to your proficiency modifier, regaining expended uses upon completion of a long rest.

You may spend Celestial Points to cast a spell of 1st level or higher with a casting time of one action as a bonus action. To do this, you must expend a number of Celestial Points equal to the spell level, in addition to the Celestial Points used to cast the spell itself.

You have advantage on saving throws against any spell from the Divination school of magic. Birthsign Those who follow the Path of the Stars believe that everyone is born under a Stellar Sign, and that Sign then confers its protection upon that person for their whole life. However, only these particular Celestars are able to truly harness that protection and use it for their own purposes.

Beginning at 3rd level, you may choose one sign from the Harness the Signs list that always affects you. This is in addition to the sign that you choose to adopt from that same feature. See the Future Your study of the stars have given you an insight into their incredible knowledge, and you are able to divine outcomes purely from their formation.

Beginning at 6th level, you may cast augury without expending any Celestial Points and without having it prepared, requiring no material components.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a Long Rest. Share the Stars At 10th level, you are able to confer a Stellar Sign onto your companions, granting them its protection and power. When you use your Harness the Signs feature, you may choose a number of friendly creatures equal to or less than your Wisdom modifier within 60 feet of you to also benefit from that Sign. If a Sign calls for a save against a spell save DC, your spell save DC is used. Walk Amongst the Stars Beginning at 14th level, you use an action to expend 5 Celestial Points to enter the Astral Plane. Only you may enter the Astral Plane using this feature, otherwise you are under the same effects as per the astral projection spell. Path of the Moon and Sun Superior Formes By 3rd level, you have developed an affinity with your celestial formes, and are able to focus your energy to create a Superior Forme. When you enter Sun or Moon Forme, you gain the relevant effects below, in addition to the effects of the standard Formes. Superior Sun Forme Whenever you cast the firebolt cantrip, add your Wisdom modifier to the damage roll. In addition, you may choose to change the damage type of this spell to radiant.

Once per day, you may cast the fire shield spell at 4th level without expending any Celestial Points.

Add the following spells to your list of prepared spells: bless, darkvision, guidance. Superior Moon Forme Whenever you cast the ray of frost cantrip, add your Wisdom modifier to the damage roll. In addition, you may choose to chane the damage type of this spell to force.

Once per day, you may cast the control water spell at 4th level without expending any Celestial Points. You may not change its effect, and may only use the Flood, Part Water and Redirect Flow effects.

Add the following spells to your list of prepared spells: pass without trace, resistance, sleep. Meteor Forme By 6th level, you have become attuned to another celestial body: the mighty meteor, destroyer of worlds. When you adopt a forme with your Forme Shifter ability, you may instead choose to adopt Meteor Forme, with the following benefits: Meteor Forme Whenever you deal bludgeoning damage, you may add your proficiency bonus to the damage roll.

Once per day, you may cast expend one Celestial Point to cast the dimension door spell.

As an action on your turn, you may attempt a Meteor Hurl. Make a ranged weapon or spell attack (your choice) against a creature within 100 ft. On a hit, the target takes 1d6 fire damage and 1d6 bludgeoning damage. These both increase by 1d6 when you reach 11th level (2d6), 15th level (3d6) and 17th (4d6) level. This action is treated as a cantrip for your Celestial Balance feature.

Superior Meteor Forme By 10th level, you have studied the theoretical and practical benefits and effects of your Meteor Forme, and have gained the ability to transform into a Superior Meteor Forme. Superior Meteor Forme Whenever you cast the dimension door spell, you may also target another creature within 5 ft. If the target is unwilling, they must make a Wisdom saving throw against your spell save DC. On a failure, they are also effected by the spell. The spell otherwise effects both targets identically.

When you attempt a Meteor Hurl attack, you create two meteors. You can direct the meteors at the same target or at different ones. Make a separate Attack roll for each meteor.

Add the following spells to your list of prepared spells: message, expeditious retreat, levitate. Combined Formes By 10th level, your experience with Forme Shifting has led to experiments in combining the Formes. Through study of the movements of celestial bodies and interactions with each other, you may choose to adopt entirely new Formes that are combinations of your standard Sun, Moon or Meteor Formes.

When you adopt a forme with your Forme Shifter ability, you may choose to adopt two Formes simultaneously, gaining the benefits of both Forme. If a Forme grants you the ability to perform an action once every short or long rest, you are able to perform each action once before resting.

You may not adopt a Superior Forme when using the Combined Formes feature. Blessings from the Skies From 14th level, you can spend Celestial Points to confer the power of the sun, moon or meteor upon your allies.

After compeleting a long rest, you may spend 5 Celestial Points to choose up to five creatures within 60 feet of you, including yourself. Choose one of the following bonuses to confer onto them: Blessing of the Sun: You are immune to the blinded condition. In addition, when you hit a creature with an attack, you may choose to attempt to blind them. The creature must succed on a Constitution saving throw with a DC of 15 or be blinded until the end of their next turn. You may only use this feature once while under the effect of this Blessing.

Blessing of the Moon: You are immune to the prone condition. In addition, you are able to breathe underwater, as per the water breathing spell; and you gain +3 to all Dexterity (Stealth) checks.

Blessing of the Meteor: You are immune to the restrained condition. In addition, you may use your reaction to deal 1d6 bludgeoning and 1d6 fire damage to a creature that hits you with an attack. These bonuses last the creature uses an action to dismiss it, or eight hours elapses, whichever comes first. Celestar Spell List Cantrips Control Flames

Dancing Lights

Fire Bolt

Light

Mending

Produce Flame

Ray of Frost

Shocking Grasp 1st Level Bane

Burning Hands

Chromatic Orb

Command

Create or Destroy Water Entangle

Expeditious Retreat

False Life

Purify Food and Drink

Tenser's Floating Disk

Thunderwave 2nd Level Alter Self

Blur

Calm Emotions

Darkness

Flame Blade

Gust of Wind

Heat Metal

Moonbeam

Scorching Ray

Shatter 3rd Level Call Lightning

Daylight

Dispel Magic

Fear

Fireball

Lightning Bolt

Nondetection

Protection from Energy

Spirit Guardians

Water Walk 4th Level Arcane Eye

Blight

Fire Shield

Freedom of Movement

Locate Creature

Hallucinatory Terrain

Ice Storm

Otiluke's Resilient Sphere

Phantasmal Killer

Wall of Fire