Lodestar (5e Class)

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Lodestar[edit]

A young boy kisses his rapier before lifting her into the air, a light shining from her tip. With the power bestowed unto him by the divine dragons, he will slay any that threaten his beloved allies.

The Charismatic Duelist[edit]

A Lodestar is a Charisma and Dexterity based class that should end up being both a front-liner, healer, and voice of the group. These are the qualities of a true leader and Lodestar.

Creating a Lodestar[edit]

200px-FEF_Marth.png

Want to know how to build the ideal Lodestar?

Quick Build

You can make a Lodestar quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Noble background. Third, choose both light weapons and armor, and have at 'em.

Class Features

As a Lodestar you gain the following class features.

Hit Points

Hit Dice: 1d10 per Lodestar level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Lodestar level after 1st

Proficiencies

Armor: Light
Weapons: Simple and Martial
Tools: Choose one type of Artisan's Tools
Saving Throws: Dexterity and Charisma
Skills: History and two from Persuasion, intimidation, athletics, religion, insight, perception, and performance.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Rapier or (b) Any Martial Weapon
  • Studded Leather Armor
  • (a) An Explorer's Pack or (b) A Diplomat's Pack
  • Two Simple weapons and a token of your homeland (At Dm's Discretion)

Table: The Lodestar

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Rightful King, Divine Dragon Weapon
2nd +2 Charm, Spellcasting 2
3rd +2 Fighting Style, King's Path Subclass 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Attack Stance, Guard Stance 4 2
7th +3 Sol or Luna, King's Path Subclass 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Dancing Blade 4 3 2
10th +4 Rightful Blood 4 3 2
11th +4 4 3 3
12th +4 Ability Score Improvement, Astra 4 3 3
13th +5 Evasion, King's Path Subclass 4 3 3 1
14th +5 4 3 3 1
15th +5 Aether 4 3 3 2
16th +5 Ability Score Improvement, Miracle 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Blue Blood 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Awakening, King's Path Subclass 4 3 3 3 2


Ability Score Increase[edit]

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.

Rightful King[edit]

Starting from 1st level, you can inspire others with your grace and charisma. To do so, you use a bonus action on your turn to choose one ally within 60 feet of you who can hear you. That creature gains one Rightful King die, a d6. Once within the next 10 minutes, the ally can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The ally can wait until after it rolls the d20 before deciding to use the Rightful King die, but must decide before the DM says whether the roll succeeds or fails. Once the Rightful King die is rolled, it is lost. You may use one of these dice on yourself as a bonus action, but only once per round. An ally can have only one Rightful King die at a time. You can use this feature a number of times equal to your proficiency modifier. You regain any expended uses when you finish a long rest. Your Rightful King die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Divine Dragon Weapon[edit]

You are able to construct an unbreakable bond between yourself and a weapon, a process that creates a blessed weapon truly and wholly unique to yourself. This bonded weapon now adds the user's charisma modifier to damage and attack alongside any other regular modifiers and doubles it's damage against Dragons. This weapon, if broken or lost, can be restored or returned through a magic ceremony that can be done over a long rest.

Charm[edit]

At Second level and beyond, all allies within 10 feet of user add a bonus to their attack rolls and saving throws (that the user is proficient in) equal to half your charisma modifier (rounded down). At 10th level this skill's range extends to 15 feet and grants you proficiency in Persuasion, or expertise, if you already have it.

Spellcasting[edit]

By the time you reach 2nd level, you have learned to use the magical forces of leadership, and through arcane efforts, you may now heal your allies as you lead them. Spell Slots The Lodestar table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the cleric spell list. The Spells Known column of the Cleric table shows when you learn more cleric spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the cleric spells you know and replace it with another spell from the cleric spell list, which also must be of a level for which you have spell slots. Spellcasting Ability.

Charisma is your spellcasting ability for your Lodestar spells since your magic draws on your leadership prowess. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Fighting Style[edit]

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Attack Stance[edit]

You become skilled at using the openings your allies create, starting at 6th level, When an ally within 5 feet hits an enemy with a melee attack the Lodestar can use its reaction to attack the enemy with disadvantage. When an ally scores a critical hit, you may use this feature as a free action.

Guard Stance[edit]

You become skilled at mitigating the damage your allies take, starting at 6th level, whenever an ally within 5 feet of you is hit with an attack you may use your reaction to grant them temporary hit points equal to your charisma modifier, this bonus becomes equal to your charisma modifier + dexterity modifier at 12th level, and equal to your charisma modifier + dexterity modifier doubled at 16th level. When an enemy scores a critical hit, you may use this feature as a free action.

Sol or Luna[edit]

At 7th level, you may select either the health-restoring Sol or the defense-piercing Luna as a special skill.

Sol: When making a regular attack, you may choose to replace it with Sol. Upon a successful hit, half the damage dealt (rounded down) is restored to you as HP.

Luna: When making a regular attack, you may choose to replace it with Luna. Upon a successful hit, you may ignore any resistances your target has, as well as increasing the damage damage die of the attack by half (1d8->1d8+4 1d10->1d10+5, etc).

These skills may be used a combined number of times equal to your proficiency modifier. You regain all uses of these features after a short or long rest.

Dancing Blade[edit]

Starting at 9th level, the Lodestar's polished grace and refined nature let's them almost dance across the battlefield. The Lodestar's charisma modifier is added to its armor class while they aren't encumbered.

Rightful Blood[edit]

Starting at 10th level, when using a spell of any level to attack, add 1d10 to the attack roll. You may use this feature an amount of times equaling to your charisma modifier. You regain all uses of this feature after a short rest.

As a secondary feature, your bonded weapon now does double the original dice damage (Ex. 1d8 would be 2d8) and does a damage type of your choice from here on out. Once chosen, you may not change this damage type later on.

Astra[edit]

Starting at 12th level, you learn a skill which sacrifices strength for blinding speed. When making a regular attack you may choose to replace it with Astra. Astra attacks five times but with each hit doing half the normal damage.

You regain use of this feature after a short or long rest

Evasion[edit]

Beginning at 13th level, you can nimbly dodge out of the way of certain area effects. such as a red dragon's fiery breath, or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Aether[edit]

At 15th level, you obtain either Sol or Luna (whichever one you didn't get the first time around) and you may combine them into Aether.

When making a regular attack you may choose to replace it with Aether. You attack twice, the first with the properties of Sol and the second with the properties of Luna.

You regain use this feature after a long rest.

Miracle[edit]

Starting at 16th level, whether it be through the power of a miracle or sheer luck you gain the ability to defy death. When you would be reduced to 0 hit points you are instead reduced to 1.

You regain use of this feature after a long rest.

Blue Blood[edit]

Starting at 18th level, you may call upon the knowledge of your ancestors to guarantee yourself a natural 20 without rolling on any roll, up to an amount equaling half your charisma modifier (rounded down)

You must complete an extended rest before using this feature again.

Awakening[edit]

Your royal blood boils with every scar and strike you receive. Starting at 20th level, when under 1/4 of your maximum health (rounded down) you gain a bonus to your AC, all saves, and attack rolls equal to your Charisma bonus (minimum 1). This awakened form lasts for 1 minutes, after which it ends and the user suffers 1 level of exhaustion.

King's Path Subclass[edit]

Tyrant Born[edit]

  • Required Any Evil Alignment

Level 3

You begin manifesting cruelty into you attacks and mannerisms. -2 to Persuasion, +2 Intimidation add Half Your strength mod rounded down (Mod 5 = +2). Add Half your Intimidation to your damage rolls. At level 6 add all your Intimidation to your damage rolls.

Attacks add a small chance to frighten target on a successful hit.

DC Wis Save = 8 + Str Mod + Proficiency

You lose the Charm ability of Lodestar.

Level 7

Your Divine Weapon becomes a Demonic Weapon, doubling the Strength Mod and gaining double damage against Celestial Creatures. You still have double damage against Dragon type Creatures, includes but not limited to: Dragons, Wyverns, Dragonfolk, Half-Dragonfolk, Wurms.

Gain Proficiency in Intimidation, if you already have Proficiency you gain Expertise in Intimidation.

Level 13

Add your Intimidation to rolls to Hit. Twice per long rest you can combine your attacks (excluding Astra) for a guaranteed Crit with 3 multiplier. When you successfully Intimidate a target, they will be Feared.

Level 20

You gain an additional attack per turn, Totaling to 3 attacks per turn.

Your cruelty knows no bounds, upon inflicting damage on a target you gain bonus temporary HP equal to 1/2 the damage dealt, no cap on bonus Temp HP. -4 more to Persuasion, +4 more to Intimidation.

Born to be Just[edit]

  • Requires Any Good Alignment

Level 3

Able to cast Class ability "Leader's Resolve" to buff.

Leader's Resolve: You let out a resounding war cry inspiring your brothers and sisters in arms for the battle ahead, allies automatically hear your shout unless impaired by deafness, unconscious, or in closed off room with no way for sound to travel. Your body strengthens with anticipation of combat but you are determined to make it through the fight in the front lines. You gain +1AC per party member/ally that hears your war cry. Can be cast a number of times equal to your Charisma Modifier. Short rests restore half your uses, long rests restore all uses.

Charm becomes enhanced, Increasing Range to 30 ft, and adding full charisma modifier to ally attack rolls and saving throws. Charm at lvl 10 range increases to 40 ft and grants +4 bonus to Persuasion.

Level 7

Your divine weapon becomes stronger against foes of evil alignment, add proficiency and Double the Charisma modifier to your Divine Dagger damage. Add proficiency to Divine Dagger attack rolls. Increase uses of "Leader's Resolve" by 2.

Level 13

Charm grants allies an additional 3 to attack rolls. Gain "Taunting Presence". Taunting Presence: The thought of enemies rushing past you fills you with anger, you force your will and fighting spirit upon all enemies surrounding you. Your desire to protect your allies burns like a fire to draw in all who would do harm on your watch. Taunting Presence draws all aggro from every hostile within 30ft of caster. Each target must make a Wisdom save. For each target taunted you gain 1 AC per affected hostile. After 3 turns of being taunted they make another Wisdom save to break free of your Taunt.

Level 20

AC from Class Ability "Leader's Resolve" increases to 3 Per Party Member affected. Gain +2 to attack rolls per character effected by "Leader's Resolve". AC from Class Ability "Taunting Presence" increases to 2 Per Hostile Taunted. Gain Immunity to flanking penalties toward you while Taunting Presence is active.

You gain an additional attack per turn, Totaling to 3 attacks per turn.

Spell List[edit]

You know all of the spells on the basic <Cleric> spell list

1st Level

Bane, Bless, Ceremony, Create or Destroy Water, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Guiding Bolt, Guiding Hand, Healing Word, Inflict Wounds, Protection from Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith

2nd Level

Aid, Augury, Blindness/Deafness, Calm Emotions, Continual Flame, Enhance Ability, Find Traps, Gentle Repose, Hold Person, Lesser Restoration, Locate Object, Prayer of Healing, Protection from Poison, Silence, Spiritual Weapon, Warding Bond, Zone of Truth

3rd Level

Animate Dead, Beacon of Hope, Bestow Curse, Clairvoyance, Create Food and Water, Daylight, Dispel Magic, Feign Death, Glyph of Warding, Life Transference, Magic Circle, Mass Healing Word, Meld into Stone, Protection from Energy, Remove Curse, Revivify, Sending, Speak with Dead, Spirit Guardians, Tongues, Water Walk

4th Level

Banishment, Control Water, Death Ward, Divination, Freedom of Movement, Guardian of Faith, Locate Creature, Stone Shape

5th Level

Commune, Contagion, Dawn, Dispel Evil and Good, Flame Strike, Geas, Greater Restoration, Hallow, Holy Weapon, Insect Plague, Legend Lore, Mass Cure Wounds, Planar Binding, Raise Dead, Scrying

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <Lodestar> class, you must meet these prerequisites: 14 Charisma, 12 Dexterity

Proficiencies. When you multiclass into the <Lodestar> class, you gain the following proficiencies: Martial Weapons, History.



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