Celestial Spirit User (5e Class)

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Celestial Spirit User[edit]

The gods of the stars and night sky long ago blessed us with the constellations and the spirits who reflect those constellations. This class is based off the concepts of the Celestial Spirit users from the anime Fairy Tail and thus uses celestial keys and summoning mechanics.

The class uses Silver, Gold, and Platinum keys. These keys are based off of a creature’s Challenge Rating (CR) with Silver ranging from 0-5, Gold ranging from 6-15, and Platinum ranging from 16-20+. Platinum keys are the basic idea that there’s something beyond the standard gold keys that you see in the anime, and that gold keys come at a much greater variety while still keeping their one of a kind rarity. For DMs, the type of keys that exist can always be changed and swapped, for example you can simply change the range of the CR and make it so Platinum keys don’t exist.

A Note for the DM[edit]

Considering how this class uses creatures of varying CR, there does come the cost of approval by the DM. The idea of Celestial Spirits is that they all have different abilities and appearances. For the brave Dungeon Master, homebrewing your own Celestial Spirits to give to your players can result in a large amount of creative fun, but it's clear how to others this may appear as a daunting task. Thankfully, due to the mechanics of celestial keys going off of CR, a DM can easily take a pre-existing creature from the monster manual, alter some of its features or add some new features, and reskin it into a Celestial Spirit. Adding an extra attack to a reskinned city guard or giving the spell burning hands to a tiger is all you need to make the game fun and more interesting. These reskinned creatures don’t even have to be Celestials, but instead make them other creature types like giants, elementals, and even fiends. So have fun summoning spirits and reflavoring monsters.

Creating a Celestial Spirit User[edit]

To be a Celestial Spirit User is seen by some as a blessing by the gods while others see it as a stroke of good luck. In theory, anyone can be a Celestial Spirit User from the humblest of nobles to the most conniving street rat. They all come from different walks of life, but the question you must ask is how they discovered who they are. Did you discover you were a Celestial Spirit User by inheriting a family member’s Celestial Spirit keys, or did you perhaps steal the keys from an unknowing mage?

Quick Build

For a quick build, Dexterity should be your highest score followed by Charisma. Pick the Entertainer background, and pick the explorer's pack and a shortsword as apart of your starting equipment.

Class Features

As a Celestial Spirit User you gain the following class features.

Hit Points

Hit Dice: 1d8 per Celestial Spirit User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Celestial Spirit User level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Shortswords
Tools: Choose one Artisans Tool
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Equipment

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

  • (a) Any one simple weapon or (b) Shortsword
  • (a) A Diplomat's Pack or (b) An Explorer's Pack
  • Leather Armor
  • 2 CR ½ or less Silver Keys
  • 1 CR 0 Silver Key
  • If you are using starting wealth, you have 5d4 x 10gp in funds.

Table: The Celestial Spirit User

Level Proficiency
Bonus
Time Spirits are out Celestial Points Features
1st +2 1 Hour 4 Celestial Connection
2nd +2 1 Hour 6 Jack of All Trades
3rd +2 2 Hours 10 Celestial Relation, Expertise
4th +2 2 Hours 12 Ability Score Improvement
5th +3 3 Hours 14 Celestial Relation Feature (2)
6th +3 3 Hours 15 Celestial Weapon
7th +3 4 Hours 16 Second Spirit
8th +3 4 Hours 18 Ability Score Improvement
9th +4 5 Hours 20 Non-Verbal Summoning
10th +4 5 Hours 22 Celestial Relation Feature (3)
11th +4 6 Hours 25 Effortless Summons (CR 1)
12th +4 6 Hours 28 Ability Score Improvement
13th +5 7 Hours 32 Celestial Armor
14th +5 7 Hours 35 Third Spirit
15th +5 8 Hours 38 Celestial Relation Feature (4)
16th +5 8 Hours 40 Ability Score Improvement
17th +6 9 Hours 42 Celestial Armor Improvement
18th +6 9 Hours 45 Effortless Summons(CR 3)
19th +6 10 Hours 50 Ability Score Improvement
20th +6 10 Hours 60 Celestial Intervention

Celestial Connection[edit]

Starting at 1st level, you’ve discovered that you are a Celestial Spirit User, and that you are able to summon them with their respective keys. You gain the ability to summon Celestial Spirits that you have a connection with as well as use Celestial Keys.

Spirit Amount[edit]

You may only summon and control one Celestial Spirit at a time.

You are able to control more spirits as you level in this class. You can control up to two spirits at 7th level, and up to three at 14th level.

Summoning Spirits[edit]

Celestial Spirit Users don’t cast spells, but instead concentrate their magical energy into summoning Celestial Spirits through their respective keys. Celestial Spirits come with various abilities and prerequisites that a Celestial Spirit User must take note of when Summoning a Celestial Spirit.

When summoning a key you perform the motion of summoning while calling the spirits name while wielding their key. Summoning a Spirit requires at least one open hand to hold the Spirits specific key, and to summon them requires both verbal and somatic components; the only material component being to hold the spirits key.

If you gain spells through the use of certain spirits, then your spellcasting modifier is Charisma.

Summoning Cost[edit]

A Celestial Spirit costs Celestial Points to summon out. You have 4 Celestial Points, gaining more as you level in this class. When you use a Celestial Point, it is spent. You regain all Celestial Points at the end of a long rest.

The amount of Celestial Points needed to summon a spirit is equal to their CR added twice.

Keys that are a CR of 0 don’t cost any points at all, making them the equivalent to something on the lines of a Pet, Cantrip, or Familiar. Creatures that have a CR below one, but aren't a CR 0 cost 1 point to summon. You have a total of 4 Celestial Points at 1st level, with this you can summon up to two CR 1 monsters or one CR 2. You regain all expended Celestial Points at the end of a long rest.

Spirits in Battle[edit]

Celestial Spirits, when summoned, act on their own initiative and take their own actions. Although the nature of some spirits may vary, they will act friendly toward the summoner and his companions and will obey commands given to them. If no commands are given the spirit will defend either itself, the Summoner, or will do something independent according to the spirit until another command is given. If a spirit is reduced to 0 hit points or their time duration is over, you can only summon them again after taking a long rest.

CR 0 Celestial Spirits go under a few different rules. First off, CR 0 keys only require a short rest to be able to summon again, in comparison to other spirits. Secondly, each CR 0 key is innately able to cast one cantrip of any spell list (chosen during the key’s first summon), using your Charisma modifier as its spellcasting ability. You can use your action to command a CR 0 spirit within 60 ft., of you to cast the spell. Otherwise it uses its action to dash, disengage, or dodge.

A Celestial spirit also goes off of the summoner’s proficiency bonus rather than the proficiency bonus they would normally use according to their CR.

Finding More Keys[edit]

Unlike most wizards and spellcasters, your power comes from specific items known as Celestial Keys; with keys ranging from Silver, Gold, and Platinum. To expand your arsenal, you must first find these various keys out in the world during your adventure at the DM’s discretion. There’s no limit to the amount of keys you can carry, or contracts you can make with your Celestial Spirits. NOTE: work with your DM to make sure that keys will be implemented at appropriate times, remember that these keys come at varying rarities with rarer being more expensive; this makes for an excellent quest reward. Also note that depending on the key that all spirits have different stats and abilities.

Keys by CR and Rarity[edit]
Silverkeys
  • CR 0-½ = Common; >100gp
  • CR 1-3 = Uncommon; 101-500gp
  • CR 4-5 = Rare; 501-1,000gp
Gold Keys
  • CR 6-10 = Rare; 1,001-5,000gp
  • CR 11-15 = Very Rare; 5,001-50,000gp
Platinum Keys
  • CR 16-20 = Legendary; 50,001-100,000gp
  • CR 20+ = Artifact; 100,001+gp


Jack of All Trades[edit]

At 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Celestial Relation[edit]

At 3rd level, you’ve grown in connection with your Celestial Spirits where you gain connection to the very nature of Celestial Spirits themselves. You must choose one of the Celestial Relations located at the end of the class.

Your choice grants you features at 3rd level, 5th, 10th and 15th levels.

Expertise[edit]

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 9th level, you can choose another two skill proficiencies to gain this benefit.

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.

Celestial Weapon[edit]

At 6th level, you have learned how to turn weapons into celestial weapons.

Once during a long rest, you can touch one non-magical weapon and make it magical until your next long rest. If the weapon was already magical, you can cause the weapon to deal radiant damage instead. In addition, the weapon receives a bonus to its attack and damage rolls equal to half your proficiency bonus (rounded down).

VARIANT RULE

You have grown in relation to your Celestial Spirits to the point where they give you a blessing from the spirit world in the form of a magical upgraded weapon. You gain an Uncommon magic weapon of the DM’s choice. NOTE: this is a unique weapon with magical properties, make it special; even if it's just a +1 Longsword you can still give it a nice flavor text and design. At the DM’s discretion, the DM may also upgrade the weapon again at varying times appropriate to the story.

Non-Verbal Summoning[edit]

At 9th level, you no longer need to verbally call upon the spirits by their names to summon them, but instead will them to come out to assist you. When summoning a Celestial Spirit you no longer need verbal or somatic components, but still need to have the Celestial Key on your person.

Effortless Summons[edit]

At 11th level, you can summon Celestial Spirits up to CR 1 without spending any Celestial Points. You still have to spend Celestial Points if you want to use the spirit with your Celestial Armor Feature.

At 18th level, you can summon Celestial Spirits up to CR 3 without spending any Celestial Points.

Celestial Armor[edit]

At 13th level, you’ve established a special bond between yourself and your spirits that allow them to grow closer to yourself, making you unlock powerful armor from your Keys that grant you special powers. When you summon a Celestial Spirit, you can choose to spend twice the amount of Celestial points you normally would to summon that spirit to gain some of their traits. These traits/features include languages, senses (Darkvision, etc.), all movement speeds (which are equal to your movement speed unless theirs are higher), and any other traits that are not either spellcasting, innate spellcasting, psionics, attack actions, or proficiencies.

At 17th level, the extra cost is reduced down to an extra ½ the cost instead of double. Example, CR 6 would cost 12 Celestial Points normally, 13th level armor would cost 24 Celestial Points, but 17th level armor would only cost 18 Celestial Points.

Celestial Intervention[edit]

Finally at 20th level, you’ve proven yourself to be one of the strongest Celestial Spirit Users in existence and have earned the complete respect of the God of Stars and Celestial Spirits. By sacrificing and breaking a Celestial Spirit Key with a CR of 10 or higher you can summon the God of Stars and Celestial Spirits himself to fight by your side and demolish your foes. He will fight by your side for the remainder of the fight when all foes are either killed or subdued. Although those who unleash their true power can cause devastation, they take the form of an acolyte of any size with all their ability scores being 30 and can perform certain actions similar to a cleric's Divine Intervention. The acolyte has an AC of 25, 500 hit points, is immune to all status conditions, and immune to all effects that would de-summon or banish the acolyte. It automatically succeeds all saving throws and is able to cast the Wish spell at will applying only its spell duplication. The abilities the acolyte is capable of varies at the DM’s discretion, but once this ability is used it cannot be used again for one month.

Celestial Relations[edit]

Celestial Key Master[edit]

You have a closer bond with the innate energy coming from the keys themselves and the spirits inside them compared to most. Your connection to your Celestial Spirits allows you to place more energy within your keys, making Celestial Spirits you summon stronger as well as providing you with additional control over them.

Durable Spirits

At 3rd level, whenever you summon a Celestial Spirit, they gain temporary hit points equal to your level plus your Charisma modifier (minimum of 1).

Lend Strength

At 3rd level, you gain the use of a special Help action. As an action, you can give all Celestial Spirits you control within 60 feet of you advantage on either ability checks, attack rolls or saving throws until the start of your next turn.

Key Swap

At 5th level, as an action, or as a reaction when a creature hits you or one of your spirits within your Lend Strength’s feature range, you and a Celestial Spirit you can see within 60 feet of you can magically teleport and swap places. If you have multiple spirits out, you can also use this feature to swap the places of other Celestial Spirits with each other. If you or your spirit are transported to a space where it can’t fit it is instead transported to the nearest unoccupied space it can fit in.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all uses at the end of a long rest.

Collected Control

At 10th level, you and your Celestial Spirits become immune to the effects of being charmed, frightened, or possessed while within 60 feet of eachother. Additionally you gain the ability to telepathically communicate with your summoned Celestial Spirits and know exactly where they are as long as they remain within 60 feet of you. Your spirits also gain this same feature.

This feature doesn’t work while you or your spirits are on separate planes of existence.

Master Key

At 15th level, as an action you can choose one Celestial Spirit you control and de-summon them, and when you do you can summon another Celestial Spirit of the same CR or lower as apart of the same action and without spending any Celestial Points. Additionally, the new spirit takes the initiative of the previous spirit, but still following the rules of initiative.

Once you use this feature you cannot use it again until you finish a long rest.

Celestial Knight[edit]

You see your spirits as not only close companions, but comrades that you fight alongside with. While most Celestial Spirit users hide in the back you choose to battle alongside them hand in hand. You’re now a fierce warrior of the stars with the mastery of even the toughest fighters.

Martial Training

At 3rd level, you gain proficiency in Martial Weapons, Medium Armor, and shields. In addition, you have grown accustomed to fighting in a certain way due to your training with weapons, acquiring your very own fighting style.

You choose one of the fighting styles described below. Whenever you gain an ability score improvement, you may change your fighting style for another one of your choice.

Archery. You gain a +2 to attack rolls with ranged weapons.
Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack and damage rolls so long as you are not wearing Armor or wielding a Shield.
Deadeye. You gain a +2 bonus to damage rolls you make using ranged weapons.
Dual Wielding. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.
Great Weapon Fighting. You add your proficiency bonus to damage rolls with Heavy Weapons, and have advantage on Strength (Athletics) checks to shove.
Lightfoot Fighter. While wielding a light melee weapon, you do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.
Protector. When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a melee weapon.
Point Blank Shooter. When making a ranged attack with a ranged weapon while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks with ranged weapons ignore half cover and three-quarters cover against targets within 30 feet of you.
Pole Fighter. When holding a polearm such as a spear, quarterstaff or glaive with 2 hands, your reach increases by 5ft.
Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Battle Maneuvers. You learn two maneuvers of your choice. You can only use one maneuver per attack. You can use more than one maneuver per turn, however you cannot use more than one maneuver on one attack. You gain two additional maneuvers at 5th, 9th, 11th and 17th level.

Every time you gain a level in the Celestial Spirit User class, you can change one Battle Maneuver you know for another you meet the requirements of.

Superiority Dice. You have a number of superiority dice equal to your Celestial Spirit User level, which are d6s. A superiority dice is expended when you use it. You regain all expended superiority dice when you finish a short or long rest. At 5th level, the dice becomes a d8. At 11th level, the dice becomes a d10. At 17th level, the dice becomes a d12.

Saving Throws. Some of your Battle Manuevers require your target to make saving throws against the spectacle’s effects. The saving throw DC is calculated as it follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Summoning Surge

At 5th level, when you summon a spirit you or they can immediately attack. Whenever you use your action to summon a Celestial Spirit, you or they can immediately use a bonus action to make one weapon attack against a creature within range.

Celestial Smite

At 10th level, your celestial energy flows through you and into your weapons. Whenever you make a weapon attack you can add an extra 1d8 radiant damage to the attack.

Spirit Fight

At 15th level, while at your spirits side is the best time to attack. Whenever a spirit within 30 feet of you hits an attack, you can use your reaction to make a weapon attack against the same creature if they are within range.

Celestial Performer[edit]

After your realization of your celestial connection you began to see the joyous fun you can bring along with your spirits. You love to perform in one way or another and thus gain a closer connection to your celestial spirits through the joy of your performance. The spirits gave you the gift of illusions and enchantment magic to aid in any show or display of skill you might bring to any scenario. Bolster morale, confuse your enemies, and be able to conquer any scenario with a stunning performance.

Spell Casting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 12 4 3 3 1
Spellcasting

At 3rd level, you gain the ability to cast spells from the Bard Spell list. You gain two 1st level spells from the Bard Spell list of your choice. You gain additional spells at later levels, and Charisma is your spellcasting Modifier.

Cantrips

You learn two cantrips of your choice from the Bard spell list. You learn another Bard cantrip of your choice at 10th level.

Spell Slots

The Celestial Performer Spellcasting 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 Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level bard spells of your choice, two of which you must choose from the enchantment and illusion spells on the bard spell list.

The Spells Known column of the Celestial Performer Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and 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.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the Bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, since you learn your spells through interacting with your spirits and performance. 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 bard 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

Performing Arts

You gain proficiency in the Performance skill and one instrument of your choice. If you’re already proficient in Performance you can choose to either double your proficiency bonus for your performance checks, or choose a different skill to become proficient in.

Stunning Showcase

At 5th level, when you cast a spell on a creature while you have a Celestial Spirit within 10 feet of you, you can make a Charisma (Performance) check contested by the target creature’s Wisdom (Insight) check. If you roll higher than the opposing creature’s Insight check then the creature has disadvantage on any saving throw it makes against the spell.

Crowd Pleaser

At 10th level, after casting an Enchantment or Illusion spell of 1st level or higher, all friendly creatures within 30 feet of you gain advantage on their next ability check or saving throw they make within the next minute. A creature cannot gain this benefit again until they use the advantage given by this effect.

Shared Performance

At 15th level, both you and your spirits perform when in battle. Whenever you summon a Celestial Spirit you gain their proficiencies and expertise as well as them gaining your proficiencies and expertise. This also applies to proficiencies with saving throws.

Relic Hunter[edit]

These keys are not so much friends as they are wondrous artifacts—mysteries to be studied, understood, and mastered. Through your relentless exploration of temples, dungeons, and ancient hoards, you've uncovered powerful relics and honed unique abilities to find and harness them.

Hunter’s Eyes

At 3rd level, you can perform a special 1-hour ritual once per day to search for relics. This ritual can take many forms—placing a drop of blood on a map, casting bones, or reading smoke from a fire. Regardless of the method, the result is the same: you conjure a magical compass that lasts for 10 minutes and points you toward a chosen target. The target can be an object, a creature, or even a spirit.

Once you use this ritual, you cannot do so again until you finish a long rest.

Explorer’s Training

Also at 3rd level, your experience in treasure hunting pays off. You gain proficiency in Survival and with cartographer’s tools.

Soul Burn

At 5th level, you can use your bonus action to sacrifice your vitality to generate celestial energy. For every 2 hit points you sacrifice, you gain 1 Celestial Point. This can exceed your normal maximum number of Celestial Points, but any excess points are lost after 1 hour.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Spirit Bond

At 10th level, when you summon a spirit, you can cast the haste spell without expending a spell slot or using an action, though it can only affect you or one of your spirits. You can use this feature a number of times equal to your Charisma modifier (minimum of once).

All expended uses of this feature are regained after you finish a long rest.

Relic’s Legacy

At 15th level, in your darkest or brightest hour, your treasures remain by your side. You cherish them, and in turn, they protect you.

If you would be reduced to 0 hit points, you can instead drop to 1 hit point and immediately lose one of your keys—a relic with a Challenge Rating of 10 or higher, which is banished and permanently destroyed.

Alternatively, you can choose to destroy a CR 10 or higher key to cast true resurrection on someone other than yourself. Once used in this way, the key is lost forever.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Celestial Spirit User class, you must have a Charisma score of 13 or higher.

Proficiencies. When multiclassing into the Celestial Spirit User class, you gain proficiency in light armor, and one skill of your choice.

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