Image Credit: justinbonnet, Mind Molecular Congruence Starwitch v1.0 The captain smiles at the merchant on the screen. "Of course we'll get you the goods if you have the credits! You're welcome on board while we get the crates together." So naive. You let the captain know the risks involved. Something about this deal seems... off. "Oh, quit your whining, I've been doing this since before you were born. Ol' Brightlights has my back," he pats his laser pistol at his side. You make your way down to the cargo hold. "We're ready to come inside, would you open the doors?" the merchant's voice cracks on the radio. The engineer hits the button to open the door, but you don't sense anyone on the other side... "HIT THE DECK" you scream, and everyone leaps to cover as an explosion rips through the hold.



Though not many people appreciate or understand the Starwitch, she has an important role on a spacefaring vessel- she's the first line of defense when something smells fishy. Oftentimes her prophecies fall on deaf ears, since some of them are false. Though, a Starwitch would argue, that just means the danger was avoided in the first place. Psychically Sensitive The Starwitch is a psychically sensitive class that deals with the supernatural forces that almost no one understands. Some Starwitches channel this power into their body, becoming a combat form to be reckoned with. Others use it to manipulate the world around them, and others still use it to read energies and intentions of questionable people they meet.



Starwitch is the best class because they have extra-sensory perception that lets them know trouble before other people do, and their abilities let them take control of a bad situation.

Class Features As a Starwitch, you gain the following class features: Hit Points Hit dice: 1d8 per Starwitch level

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

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Starwitch level after 1st Proficiencies Armor: Skinsuit and Armored Skinsuit

Skinsuit and Armored Skinsuit Weapons: Archaic Weaponry, Civilian Weaponry

Archaic Weaponry, Civilian Weaponry Tools: Choose one toolkit

Choose one toolkit Skills: Choose three skills from Acrobatics, History, Insight, Perception, Sleight of Hand, Stealth, or Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background/journey: Stun Pistol

Sword (Archaic One-handed Blade) or Combat Knife

Armored Skinsuit?

Explorer's Pack

A trinket, bauble, prayer necklace, or other meditative focus The Starwitch Level Proficiency Bonus Features 1st +2 Aura Sensitivity, Psionics 2nd +2 Empathy 3rd +2 Feat/Ability Score Improvement 4th +2 Specialization Ability 5th +3 Telekinesis 6th +3 Feat/Ability Score Improvement 7th +3 Specialization Ability 8th +3 Mind Tricks 9th +4 Feat/Ability Score Improvement 10th +4 Specialization Ability Aura Sensitivity At 1st level, you have a vague sensitivity to auras and the life force around you. Within 60 feet, you know how many (and in which direction) living things are from you, defined as an organism that breathes. Once per short rest, you are also able to ask the GM whether one such life form has less, similar, or more maximum HP than you. Psionics You have awoken an ancient ability within your mind- the ability to tear down the barrier between your mind and the outside world. At 1st level, you gain a Psionic DC for abilities. Psychic DC = 8 + your proficiency bonus + your Wisdom modifier. Empathy At 2nd level, you gain proficiency in the COMMS skill. Additionally, you gain proficiency in the Insight skill, or double proficiency if you already have it. You are able to read the energies of other beings, even if you don't understand its language. You may communicate to a limited extent (angry, hungry, bored, etc.), although any communication skill such as Persuasion, Intimidation, Deception, or the like is rolled at disadvantage. Feat and Ability Score Improvement When you reach 3rd level, and again at 6th and 9th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 up to your default maximum of 20. Additionally, you can choose one feat to gain or increase an ability score by 1, and increase its maximum by one instead. Starwitch Specialization At fourth level, choose a Mantra. This Mantra grants features at 4th, 7th, and 10th level. Telekinesis At fifth level, you gain the ability to move small objects with your mind. While maintaining concentration and taking no other actions, you may move or otherwise manipulate an object weighing no more than 10 pounds and within 30 feet of you. Additionally, as a move action, you may leap up to 15 feet in any direction without provoking an attack of opportunity, even from prone. Mind Tricks At eighth level, you become proficient in Persuasion or double proficiency if you're already proficient. In addition, you may attempt to persuade a creature you can communicate with to do things it normally wouldn't. To do so, you give a command or suggestion to a creature which can understand you. The target makes a wisdom saving throw against your Psionic DC. If failed, the target pursues the course of action you described to the best of its ability. If succeeded, the target knows you were trying to manipulate them and also is immune to this ability for the next 24 Earth hours. The action must sound reasonable, if you ask them to do something like shoot themselves with a laser pistol or walk out of an airlock into space, the ability fails. This effect lasts until you or an ally deals damage to it, or when 24 Earth hours have passed. You are able to use this ability a number equal to your wisdom modifier per long rest.

Mantra of the Samurai Using your understanding of the universe, you are able to anticipate things before they happen and channel that prescience into your fighting skill. Disciple of the Blade At 4th level, you may make a second attack with your weapon if it is a blade. You may use your wisdom modifier for attack and damage rolls instead of strength. Deflection At 7th level, you gain the ability to intuitively track the trajectory and speed of bullets. When hit by a ballistic weapon you can see the source of, you may use a reaction to reduce the damage by half. Additionally, you are able to trust your instincts in the midst of battle. Once per short rest, you may spend an action to make an Insight check. You may choose to replace your AC with the result until the beginning of your next turn. Study of the Master At 10th level, choose a grandmaster skill: Guided Hands- you're able to wield a blade in each hand. On each attack, you may additionally strike with your secondary weapon, as long as it has the finesse tag. You may add damage equal to your wisdom modifier.

you're able to wield a blade in each hand. On each attack, you may additionally strike with your secondary weapon, as long as it has the finesse tag. You may add damage equal to your wisdom modifier. Challenge- A number of times equal to your wisdom modifier per short rest, as a bonus action, you issue a call to duel to a target within 30 feet. That enemy is incapable of choosing to move further away from you.

A number of times equal to your wisdom modifier per short rest, as a bonus action, you issue a call to duel to a target within 30 feet. That enemy is incapable of choosing to move further away from you. Crystal Mind- you have a number of reactions each round equal to your wisdom modifier (minimum 1).

you have a number of reactions each round equal to your wisdom modifier (minimum 1). Force- you gain the ability to life huge objects with your mind. It can be up to 25 feet cube, and moves 10 feet per round. A large object lifted in such a way will deal bludgeoning damage equal to 10d6 if dropped on top of a creature. Image Credit: Naznamy, Orange

Mantra of the Mystic Not many people comprehend the breadth of your knowledge, and often times are put off by your ability to understand things. Psi-Cognition At 4th level, you gain the uncanny ability to know what has or has yet to transpire. You gain advantage on investigation checks and initiative rolls. You and your allies add your wisdom modifier to initiative rolls. Chaos Dance At 7th level, you gain the ability to walk through the fray with a musical knowingness. Twice per short rest, you gain the following characteristics for 1 minute: A bonus to your AC equal to your wisdom modifier.

Advantage on acrobatics checks.

Your unarmed attacks have increased damage, becoming 1d8 + your wisdom modifier (minimum 1)

A second attack when attacking with a melee weapon or unarmed.

Any time you're attacked by a creature within 5 feet, you may spend a reaction to make a single melee attack against that creature. Time Circularity At 10th level, you gain the ability to read energies of creatures and spirits since passed. Once per long rest, when face to face with a dead body, you may ask a single question which the GM answers in completeness, although usually with a cryptic or repetitive answer. Each long rest, roll 3d20 and record the results. Any time you, a companion, or an enemy rolls a d20, you may expend one recorded result to replace it. Image Credit: Silmuen, Yilatean Queen