Starforger, Variant (5e Class)

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History[edit]

It is said that starforgers have existed since the dawn of time, as the creators of all the stars in the universe. Others link them to deities taking on a frightening, or astounding form on the material plane. There have been long forgotten records of powerful individuals of this race coming down from the heavens to bless or receive tribute from peoples they deem worthy. A people originally at home in the astral or upper planes, the most common reason for one of these mythic beings to reside on the material plane is that it is comparatively young and looking for experience; it is a bored individual seeking intrigue; or it was once more powerful, and has been bound by some sort of force or artifact.


Creating a Starforger[edit]

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source: Ajminrygg on X[]

As you create your character, decide what brought you to start adventuring. Was it because you wanted to bless a world with your presence? Was it because you wished to learn more about your powers? Were you simply bored with being a wanderer of the planes? Or have you been lured here by another power or scheming group? Whether malevolent or benign?

Quick Build

If you play a starforger, your highest ability score should be Wisdom and your second highest ability score should be Constitution.

Class Features

As a Starforger you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: One set of tools of your choice.
Saving Throws: Wisdom and Intelligence
Skills: Choose two from Perception, Arcana, Medicine, Investigation, Insight, Intimidation, Nature, and Religon.

Equipment

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

  • (a) Alchemist's supplies or (b) Poisoner's kit or (c) Forgery kit
  • (a) Explorers pack or (b) Scholar's pack
  • any two simple weapons

Table: The Starforger

Level Proficiency
Bonus
Features Star Attack Dice Star Dust
1st +2 Celestial Body, Stellar Revolution Movement 1d6 -
2nd +2 Star Dust, From Matter To Dust 1d6 5
3rd +2 Astronomical Alignment 1d8 10
4th +2 Ability Score Improvement 1d8 20
5th +3 Star Rain, Singularity 1d8 30
6th +3 Ability Score Improvement, Astronomical Alignment 1d8 40
7th +3 Astronomical Alignment 1d8 50
8th +3 Ability Score Improvement, Legendary Comet 1d8 60
9th +4 Astronomical Alignment 1d8 70
10th +4 Astronomical Alignment 2d6 80
11th +4 Astronomical Alignment 2d6 90
12th +4 Ability Score Improvement 2d6 100
13th +5 Astronomical Alignment 2d6 110
14th +5 Astronomical Alignment 2d6 120
15th +5 Astronomical Alignment 2d8 130
16th +5 Ability Score Improvement, Astronomical Alignment 2d8 140
17th +6 Astronomical Alignment 2d8 150
18th +6 Heavenly Descent 2d8 160
19th +6 Ability Score Improvement, Astronomical Alignment 2d8 190
20th +6 Astronomical Alignment 2d10 200

Overwhelming and incomprehensible power[edit]

Your abilities use the primordial magic of creation, making mere mortal adaptations unable to affect you, you cannot be affected by any type of counter magic and an anti magic field would not make you disappear or cancel your magic, only that which resembles to your power or who understands the magic of creation will be able to confront you.

Celestial Body[edit]

At level 1 your body is a beautiful mass of stars unified to perfection. Your CA is equal to 12 + your Wisdom Modifier + Your Constitution Modifier

Stellar Revolution Movement[edit]

as part of those who decorate the immensity you can understand the bases of creation. At level 1 you can create 3 stars that will be orbiting 5 to 10 feet away from you.

for these attacks you can use your wisdom bonus + Proficiency Bonus for attacks and damage

You can also do as an action 1 star attack that shoots the 3 stars at an enemy causing the damage that can be seen on the tables.

Every 2 levels you gain another star in your orbit.

you can make an enemy within 10 feet of you make a dexterity save of 10 + your wisdom + your Proficiency Bonus, on a miss the enemy will count as if he was hit by all the stars in your orbit.

Stardust[edit]

If there is something that equals each star forger, it is stardust, the source of life and death of many constellations and you have the power to shape the cosmos at your will. From level 2 you have access to stardust giving you a series of tricks and creations worthy of an artist.

As an action, you can spend 5 stardust to create a small item, 10 for a medium item, etc. but if it exceeds the size of large you will have to spend twice as much stardust or it will take 10 minutes.

You can also create weapons and if you have the materials you could even dematerialize or reshape a piece of iron into a sword, let your imagination and stardust be your limit.

From Matter To Dust[edit]

everything is matter, everything starts in dust and from level 2 you have the ability to return everything to its original state, you can transform matter depending on the size into star dust:

You can transform any object that your dm tells you. You can disintegrate small and medium objects in 1 turn and the larger the longer the time.

also if it is small it gives you 5 stardust for each size

if you kill an enemy you can consume it equal to its size + your wisdom bonus + your Proficiency Bonus


Astronomical Alignment[edit]

At level 3 you choose the Astronomical Alignment of either the Dark Star, Supernova, black Hole or Cosmos Fixer that determines what abilities you'll acquire.


Ability Score Increase[edit]

When you reach the 4th level, and again at 6th, 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.


Star Rain[edit]

Starting at level 5, you can attack 2 times with star attack.

Singularity[edit]

Your power and mastery of stellar dust has given you the ability to compress a point in space causing it to reach critical mass to create a black hole.

Also at level 5, you have 2 ways to manifest this ability for 10 stardust.

As a reaction, you can respond to an enemy's attack by deflecting the blows away from him, leaving a smaller black hole in reality.

as a bonus action, you can choose an area within 120 feet you can choose an area of 5 feet and create a black hole, everything within 20 feet of the black hole will be pulled to the center on a failed save of strength equal to 10 + your wisdom + your Proficiency Bonus, you are also incapacitated and every time your turn comes you can roll again but with a disadvantage, any object that is not nailed to the ground goes at high speed to the center and if it receives double the damage from the ability that is equal to 8d6 + wisdom.

for each turn inside the area he takes damage and if he passes the save only half

For every 10 maximum stardust you gain, its damage die increases by 1d6 and its range by 10 feet.


Legendary Comet[edit]

to reach level 8. you are wrapped in the bush of the cosmos, and absorb the absolute beauty of the infinite

  • you get a flight speed of 100 feet.
  • you have advantage on Perception checks.
  • You gain immunity to the Charmed and Frightened state.
  • You can never get lost as long as you can see the stars.
  • you gain magic and blindsight within 60 feet.

Heavenly Descent[edit]

your comprehension and your cosmic power have reached the margin of creation and your wrath is paid with the agony of a world, all those who dare to oppose you will feel the true end.

from level 18 you condense your power at the top of the heavens creating a comet at high speeds, which reaches the ground in 1d4 turns, when it falls everyone in the 500 foot area must pass a constitution save or take 20d10 force damage + 15d10 force damage. bludgeoning damage + 12d12 fire damage. If you are with 200 life or less you are instantly disintegrated.

at 1000 feet away everyone must make a dexterity save, on failure they take 10d10 force damage + 7d10 bludgeoning damage + 6d12 fire damage. if he has 100 health or less he dies instantly.

At 2000 feet, all vegetation, both magical and normal, dies and will take years to regrow.

For every 10 stardust you add to this ability it increases 4d10 + your Wisdom bonus.

You can only use it once a week and you automatically gain 2 exhaustion points.

Supernova[edit]

rinotuna-.jpg
source: 리노참치Rinotuna on X []

Those born from starbursts are called supernovae, they are beings that take advantage of the end of a star to bring an end to their enemies.

Stellar Combustion[edit]

Starting at level 3, you are able to imbue your stars with the radiation of a supernova. you deal an extra d6 of radiant damage on a star attack, you can also change all your attacks to radiant damage.

You can also explode your stars by spending 5 of stardust causing it to hit all enemies within 10 feet and adding to it an extra d6 of radiant damage.

You gain immunity to radiant damage.

The Brightest Light[edit]

You have reached the light of the explosion of a star, what a more powerful light than that of the end.

at level 6 you manage to manifest the light of a supernova causing as a bonus action within 60 feet everyone rolls for constitution or be blinded and stunned, in addition to taking 6d6 + wisdom radiant damage, repeat the saving throw at the beginning of your turn and lasts 1 minutes.


for every 5 maximum dust from this level onwards the range increases by 5 feet and you deal extra d6 damage.

you can use this equal to your wisdom bonus.

Celestial Sphere[edit]

Also at level 6 you can use your power to lock up your enemies in a spherical prison, for those who don't know that your word is stellar.

as an additional action and spending 10 dust you enclose an enemy in a 10x10 sphere in a failed wisdom roll for 1 minute, each turn repeat the roll.

as an additional action spending and 10 more stardust you can make the sphere implode like a star causing the enemy to resist 4d8 + wisdom the damage is multiplied for each turn that it has lasted trapped.

Beyond this level, for every 5 max stardust, its damage increases by d8.

At level 10, it nullifies all abilities and spells to teleport out of the sphere.

you have uses equal to your competition.

Stellar revolution[edit]

At level 7, your stars that you create have increased in mass, weight, strength and, above all, beauty.

After this level your stars have an extra d6 of radiant damage and the range of your star attack increases to 120 feet.

You also ignore resistances and immunities to radiant damage.


Voice of Light[edit]

your word cannot and will never be ignored by celestial beings and even less by mortals.

At level 9, you can channel the light from the end of a star with a cry of fury, spending 50 stardust you can unleash your voice like a beam of light in a 90 foot cone, where all enemies roll for constitution and on a miss they take 15d6 radiant damage and 10d4 fire damage and are pushed 40 feet in addition to being knocked back.

for every 5 max stardust above this level you gain 2d6 radiant damage and 1d4 fire damage.


The End Of a Star[edit]

From level 10 you are a mass of dangerous energy and if I have to die it will be beautiful.

When you drop to 0 hit points you accumulate all the damage inflicted and received in a large radiant explosion in 100 feet everyone will have to roll by constitution, if they are less than 50 feet away they roll with disadvantage.

You can only do this once per rest and if you decide to explode you will suffer 3 exhaust points.


Star Rain Increment[edit]

Starting at level 11, you can attack 3 times with star attack and and you get an extra star.



Solar Radiation[edit]

At the beginning of level 13, your presence is radiant to the point that you have to control yourself so as not to kill lesser beings with your presence.

within 40 feet you can choose those affected, and at the start of their turn they must roll for constitution or take 4d10 radiant damage and be unable to regain hit points for 1 minute, you can roll again at the start of your next turn.

After this level your area increases by 5 feet and your damage by d10 per 5 max stardust.


I AM THE LIGHTBRINGER[edit]

At level 14 you are the master of light, you decide what shines and what doesn't.

You have control over the light, giving you the ability to control the light in a terrain, tearing it out of the area, managing to cover 300-foot terrain in absolute darkness, counting as magical darkness. You can also scatter your stars to steal 30 feet of light in each zone and for each star you have stealing light you can focus that energy to shoot a few beams of pure light causing 5d10 + wisdom for each one. if you spend 40 stardust the damage is multiplied.

You can also manipulate the light in your favor as you want achieving things worthy of a smith, you can condense the light into form as if it were a wall of light spell, you also get 60 feet of magical dark vision.

You can only use this ability a number of times equal to your proficiency and if there is radiant light around you. and the light that you deformed reappears within 1 minute if you wish, otherwise it will be within 1 hour that can be increased by spending 10 stardust.

for every 5 maximum stardust you gain the ability increases by 2d10 and the terrain of light consumed by 10 feet.


The Passing Of The Ages[edit]

You have achieved the resistance and wisdom of the stars giving you a new vision of the facts of this world. From level 15 you gain proficiency with history and the terrain does not matter as long as you can see the sky from there you can roll for history and know an important historical event that has happened in that place.

In addition to getting the resistance over time of a star, whenever you are going to be reduced to 0 hit points instead you stay at 1 life, you can do this equal to your proficiency bonus.


Shooting Star[edit]

At level 16 you upgrade your abilities as a legendary comet giving you impressive speed, so everyone can know that the hero is here.

you get a 100ft flight speed boost, but if you are out of combat you can focus and travel to 1000ft and all the ceres that can see the sky 2 miles away will see you.


Perfect Star[edit]

Your body has changed into a version perfect for you as a supernova. Starting at level 17 your natural ac increases to 18 + constitution + wisdom, also when you take radiant damage instead of damage you take a number of hit points equal to the resist damage, you are also immune to psychic damage.


Astral Apotheosis: Star Flare[edit]

You have reached the epitome of your species, you are the perfection of supernovae, and now the cosmos is under your eternal protection. endowing you with a GALACTIC POWER.

Starting at level 20, all your attacks that deal radiant damage can't be dodged or evaded, plus whenever you deal radiant damage you get a 10d10 radiant damage boost and your stars can be fired up to 1 mile away.

In your battles through the cosmos you have faced creatures that would destroy the minds of the inferior ceres, at this level you are capable of killing even the immortals, giving them a definitive end.

At this level you get your final ability, when you are overcome and you fall to 0 hit points you can sacrifice your life to create a HYPERNOVA, because if I have to die it will be HEAVENLY. Your End of a Star ability instead of 1 will trigger 3 times and the blast range will increase to 1 mile. your body will disintegrate and you can only be revived with a wish. After a long time in the area of the explosion, an area with great mana will be born and all kinds of creatures and living beings will be born.

Dark Star[edit]

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source []

The dark stars are those strange beings that few can understand, eternal enemies of supernovae, they love peace and chaos, both causing it and creating cosmic aberrations for their pleasure.

Spellcasting[edit]

As a bridge between the spiritual and material world, starting at 3nd level you can cast spells.

Preparing and Casting Spells

Starforger 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.

You prepare the list of Starforger spells that are available for you to cast, choosing from the Wizard spell list. When you do so, choose a number of Wizard spells equal to your Wisdom modifier + half your Starforger level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level ethereal samurai, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of ready spells when you finish a long rest. Preparing a new wizard spell list requires spending time meditating to commune with the infinity of the stellar void: at least 1 minute per spell level for each spell on your list.

Spellcasting ability

Wisdom is your spellcasting ability for your Starforger spells. The power of your spells comes from your cosmic wisdom. You use your Wisdom each time a Starforger spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a star spell you cast and when you make an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Starforger spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You don't need launch focus when you're the focus

Dark Star Spellcasting
Starforger
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
3rd 2 3 3
4th 2 4 3
5th 2 4 3 2
6th 2 4 3 2
7th 2 5 4 3
8th 2 6 4 3
9th 2 6 4 3 2
10th 3 7 4 3 2
11th 3 8 4 3 3
12th 3 8 4 3 3
13th 3 9 4 3 3 1
14th 3 10 4 3 3 1
15th 3 10 4 3 3 2
16th 3 11 4 3 3 2
17th 3 11 4 3 3 3 1
18th 3 11 4 3 3 3 1
19th 3 12 4 3 3 3 1
20th 3 13 4 3 3 3 2

Embrace The Coldness Of Darkness[edit]

Also at level 3 you have the ability to make enemies feel the true cold of space with each impact.

If you hit the same creature more than 5 times with your star attack you can make the enemy roll by constitution and if they fail they will be incapacitated by being frozen for 1 minute and suffer 5d6 cold damage while frozen, at the beginning of Your next turn you can make a strength saving throw to free yourself from your ice prison.

And can change all of your damage to cold damage.

From this level onwards, for every 5 max stardust you gain, the damage increases by 1d6.

Star Abyss[edit]

At level 6 you have learned how to materialize the cold of stellar darkness in your spells.

you can add your stars to your spells to boost their damage equal to the number shown on the table + the number of stars you have.

You also become immune to cold damage.


Aura Of Stellar loneliness[edit]

Also at level 6 you learn to manifest in the aura of a star without light so that your mere presence warns of the devastating cold.

you gain a 30 foot aura of cold, a creature of your choice that enters this area must roll for constitution at the start of its turn and on a miss it takes 3d6 cold damage, its speed is halved and no he can take reactions, at the beginning of each one of his turn he can roll again but with disadvantage.

for every 5 stardust gained above this level the damage increases by d6.

Gravitational Darkness[edit]

At level 7 you begin to understand the principles of magic through the stars.

After this level you can add your Wisdom modifier to your damage spells and also as an action you can make your enemies make a saving throw for strength or remain floating at 10 feet off the ground and counts as incapacitated as well as without air in the lungs taking 5d6 blunt or cold damage and at the beginning of your next turn the roll will change to constitution and if it fails 3 times the enemy falls unconscious, but if you take damage you wake up .

this ability has a use equal to your wisdom bonus

Beyond this level, for every 5 of being at maximum dust, you gain an extra 2d6 damage.


Art makes the artist[edit]

Starting at level 9, you have noticed that the dense darkness does not always have to be empty and forged, and by having an understanding that no other type of forger will ever have, you will fill this void with life, no matter how aberrant.

At this level you can create a work of art and give it life. For this you will have to take a creature that you can create from 0 if your DM allows it, but normally it will have to be with a creature with a lower challenge level than yours.

That will be the basis so that with the power of stardust you can edit it. An example could take a challenge 1 zombie and give it the head of a wolf and the arms of a giant crab, of course it must have an efficient shape or it will die in agony, you can replace parts of its body with parts of any other creature by giving it skills of that characteristic, another example but of a high level would be to create the lungs of a dragon to have a breath attack.

Each creature you create will have to roll their dice at once and you will have to edit their statistics based on what your DM tells you, in addition to having to give them a personality and a goal in their life, the more time and levels pass perhaps. can reach more, no matter what creature base you use, they will always count as aberration and celestial.

When adapting its stats you can choose its dominant stat and have its other adaptations scale with that stat, all the details are necessary because you will have to spend stardust even if you want to make it have a mind of its own.

You can only have a creation with legendary actions if it gets them

You can also edit its size but this and everything above will cost amounts of stardust equivalent to what you want. An example would be that being able to breathe underwater would cost 10 stardust and the breath of a dragon could cost up to 160 and if If you spend it you will have your maximum stardust reduced for the rest of the day. Also your DM can edit the prices of the limbs and abilities you want to implement as they wish and at this level you have a limit of 3 adaptations per creature and a limit of 2 creatures.


Comfort Zone/Twisted Abyss[edit]

At level 10 you have been attacked many times by those who do not understand your beautiful creations, causing you to isolate yourself in an area where you know you will be fine and that for others it will be a stellar hell.

By spending 50 stardust you expand an area of 100 feet where the terrain darkens a little and the area cools, in addition to the terrain and life deforming under your command, giving you peace and tranquility, but fear and terror to your enemies. .

If you are inside the area you have an advantage in saving and skill checks, you also have an advantage in attacks and enemies have a disadvantage when attacking you and you cannot have a disadvantage. Additionally, as an additional action you can command the terrain depending on how it acts in your favor. For example: if you are in a forest, the vegetation becomes corrupted, changes color to a dark color and will try to trap your enemies, etc.

At the beginning of your turn you heal equal to your current amount of stardust and if it exceeds your life it is set to false life.

Enemies count this area as difficult terrain and cannot be fly, if a target was flying nearby, he must roll for acrobatics to see if he lands on his feet. If he fails, he falls face down and but by one means or another loses the ability to fly and will receive the damage from the fall.

If your creations are in your area, the above benefits apply.

This ability lasts 1 minute and you can change its location as an action and ends if you fall unconscious or die, if it ends normally you gain 2 exhaustion points.


Stellar conjurer[edit]

At 11th level when you use 1 spell of an action you can cast another as a free action by spending its respective spell slot. you earn another one at level 16


A worthy creation[edit]

Starting at level 13 you have gained a certain control over the matter of the immense darkness of your power, managing to give more beauty to your creations.

You can equip your creatures with 2 more upgrades of your choice, and your creations also get extra life equal to your maximum stardust.

You also have absolute control giving them immunity to fear and the charmed state.

For every 5 maximum stardust from this level onwards, your creations increase by 10 life.


Black Rain[edit]

those who have dared to harm your creations do not know the immensity of the darkness with which they have entered, at level 14 as an action you cause a rain of dark matter over a mile of all those who begin their turn under the deluge You will receive 5d10 cold damage, 5d10 necrotic damage, and 5d10 strength damage.

Since this ability destroys and consumes at the beginning of each of your turns you gain 20 stardust.

Your heartbreaking rage plunges you into a state of unmatched fury, making it impossible for you to concentrate on spells while this ability is active, but giving you some new tricks.

as action You can accumulate dark matter and concentrate it in flashes of power to create explosions of up to 60 feet, where everyone will have to roll by constitution or suffer the aforementioned damage multiplied by 3, also as part of the attack you can attack with your stars. spending 30 dust.

as a bonus share. You can cover yourself and your creations in a barrier of dark matter that will surround them that can stop the attack on their adversaries. spending 20 dust.

as a reaction. you can try to corrode the minds of your enemies by making it so that on a failed intelligence save they cannot cast spells and have 2d10 to subtract from them in case they have to roll dice for a save, an attack or skill checks, the enemy can roll for intelligence in each of their turns to get out of that condition. you spend 40 dust.

This ability lasts for 10 active minutes and ends if you die or fall unconscious. When the skill ends you gain 3 exhaustion points and will not be able to use it for 1 week.

For every 5 maximum stardust from this level, the skill gains 1d10 cold damage, 1d10 necrotic damage, and 1d10 strength damage.

the path to perfection[edit]

At level 15 you are one step closer to understanding the stellar void, giving you new skills for creation.

  • you gain an extra creation.
  • an extra improvement for your creations.
  • you become immune to necrotic damage.
  • You gain expertize with the arcana tests.

Star master conjurer[edit]

At level 16 you gain complete mastery over magic, giving you the necessary dexterity to cast one more spell when you spend an action on a spell. Additionally, if the spell is a damage spell, you return your spell casting to damage.


Masterpiece[edit]

You have finally achieved your greatest work and the entire cosmos will know it. At level 17 you have reached perfection in the art, you gain an extra creature and another improvement, plus you can designate 3 legendary actions that are added as an extra if it already had it.


There will be no tomorrow...[edit]

At level 20, your anger and your hatred of all those disgusting constellations that fail to understand the greatness of your art has reached the last straw, causing your immense power to spill out in retribution against those inferior beings.

Your black rain ability evolves by opening cracks in reality to rain dark matter causing 10d12 cold damage, 10d12 necrotic damage and 10d12 force damage.

Also now you can use spells while using this ability.

At the beginning of each turn you gain 50 stardust for the destruction you leave in your wake.

As an action you can accumulate dark matter and concentrate it in a catastrophic explosion of power of up to 100 feet, where everyone will have to roll by constitution or suffer the aforementioned damage multiplied by 5, and as part of the attack you can attack with your stars. spending 40 dust.

as an additional part. You will be able to cover yourself and your creations with a barrier of dark matter that will surround them and that will be able to stop the attack on their adversaries and the enemy will also suffer half of the damage inflicted as cold damage. spending 30 dust.

as a reaction. you can try to corrode the minds of your enemies by making it so that on a failed intelligence save they cannot cast spells and have 3d10 to subtract from them in case they have to roll dice for a save, an attack or skill checks, the enemy can roll intelligence on each of his turns to get out of that condition, he will also cancel his action and suffer 20d12 psychic damage. you spend 50 dust.

When a creature dies in the black rain or from your abilities, that creature transforms into a warped celestial aberration with almost all of its abilities from when it was normal and is permanently under your control.


Cannon of Eternal Darkness: In a line 50 feet wide and 500 feet wide The enemy must make a Constitution saving throw with disadvantage and if they pass they take half the damage., as an action and spending half the duration of your Black Rain ability, you fire a beam of energy as cold as the stellar abyss, causing Black Rain damage. multiplied by 5 and by x where x is equal to the number of rounds you sacrificed from the ability. If you use this ability you will be incapacitated for 3 rounds. and this skill costs 100 stardust.

This ability lasts for 10 active minutes and ends if you die or fall unconscious. When the skill ends, you gain 3 exhaustion points and will not be able to use it for 1 week.

Black Hole[edit]

rinotuna-.jpg
source: Rinotuna on ArtStation []

destructive entities, the end, the last stop, the forgers born to be a black hole, are entities of unimaginable destruction and murderers of order, but in their chaos there is a purpose since they belong to the cycle and everything has its end, despite of their destructive purpose, the entities that regulate order such as mecanus do not interfere since they are very important, despite their ravages, the only ones with the right to stop them are the cosmos fixers in their eternal rivalry, causing them to be considered natural disasters by the multiverse since where they appear one means that there will be an end and a new beginning.

Critical Mass[edit]

Starting at level 3, your innate nature causes your stars to compress to levels that are worrying for life itself, creating controlled semi-black holes.

All your attacks can be changed to force damage, and you are immune to force damage. and all builds take x2 damage from your hits.

growing mass: your stars are getting heavier and heavier but this weight has no effect on you, you can make them heavy whenever you want, making them at level 3 weigh 200 kilograms base and then you add an amount equal to your level of stardust multiplied by your level. giving you benefits as your weight increases with levels.

  • at level 5 you get 3 extra damage dice for your stars
  • at level 8 your enemies will have to force pull to avoid being pushed 20 feet away
  • at level 11 you gain 3 extra star dice and if the terrain has any type of resistance or immunity, you ignore them.
  • at level 14 your attacks are too heavy to be stopped or deflected, your star attack cannot be parryed or reduced in damage.
  • The benefits from here depend on your DM.

gravitational attraction[edit]

Also in the third level you know how to concentrate your gravitational pressure to alter the flow of your stars in critical mass, to concentrate them in your hands or in your weapons giving a sensation of distorted and dangerous energy.

By spending 5 stardust you can function all your stars in your hands or weapon, adding the damage of your star as extra and giving you extra attacks.

If you do it in your hands, they are covered by a strange aura and when you hit you create vacuum explosions that affect 10 feet beyond the hit target, receiving half the damage in case the attack exceeds the range of the nearby enemy. .

If you do it with a weapon, you can make force slashes up to 60 feet away, adding an extra d8 slashing damage.

This ability lasts 1 minute, and for every 10 max stardust the range increases by an extra 10 feet and the damage of both increases by an extra d8.

Theory of relativity[edit]

At level 6 your presence brings chaos I have started destroying and reforming, changing and building, returning everything to the true beginning... nothingness.

At this level and as an additional action or action, you spend 20 stardust to raise your hand and concentrate everything in a single point, in a 60-foot cone you adsorb everything towards your palm, an adsorption from which not even light can escape, both Creatures such as objects on the ground (if they are medium objects that are not attached to the ground or any surface they automatically fail the save) must make a force saving throw or be pulled 20 feet and take 10d6 + wisdom force damage. This ability counts by concentration and when you use it you cannot move more than 30 feet or it is canceled.

Release: after having concentrated so much matter you release a pulse sling supported by the adsorbed energy, the enemies must roll a constitution save, if they are less than 20 feet from you it is with disadvantage, and if they fail they suffer 12d6 + wisdom of force damage and are pushed 25 feet and are knocked down, if they pass the save they take half the damage.

For each turn you have spent absorbing the damage and knockback are multiplied. For every 20 max stardust you get from this level onwards, the damage increases by 4d6 and range by 15.

Gravitational awareness[edit]

Also at level 6 you have a notion and connection with gravity, expanding your senses through it, thus noticing even the particles of light.

Any creature that moves within 300 feet of you is automatically detected (unless it uses a legendary item or spells of level 8 or higher to hide), you know the type of creature, and any slightest detail of the terrain, invisible objects are detected and you can't be surprised.

Mass increase[edit]

At level 7 you have learned to manage the volumes of your raw material, giving you advantages over and above the other forgers, all equivalent to the natural force of the end. You can add your wisdom modifier to all your skill checks and saves (at least +1).

You gain proficiency with 2 skills of your choice and learn any language just by listening to or reading it once no matter how dead or old it is.

Growing disc[edit]

At level 9 your power of destruction only knows how to grow, but your eternal wisdom has found means to use all the energy acquired after the destruction and adsorption of so much matter.

The damage you do to terrain and objects changes from x2 to x4, and when you destroy objects you gain temporary stardust that disappears 1 hour after getting them example: (if you destroy something small you gain 5 dust, medium = 20, large = 40 giant = 80, etc.) you also get it by eliminating creatures of the respective sizes. giving you the following ways of use.

  • Reconstruct: you can replicate in a millimetric way what you have disintegrated, even a creature's body, even if that does not bring it back to life.
  • Recharge: you can spend your action to replenish your spent stardust reserves, if you do it more than 2 times you start to gain 1 exhaustion point for each use
  • You can also use the From Matter To Dust ability and any other ability at will with this temporary stardust.
  • matter barrier: you can use 40 stardust to create a transparent matter barrier around you that can be seen with the naked eye because it looks as if everything is deforming around you. The life of the shield is equivalent to the damage caused in your last attack. If you already had a matter barrier before, the life of the new one is added to the previous one.

Event horizon[edit]

At level 10 your power begins to manifest as the beginning of the end, managing to channel a presence to subject even beings or reality itself under your step, so that everything returns to nothing.

as an action by spending 50 dust and 5 at the beginning of each of your turns you create an area up to 120 feet in range, imperceptible to those outside the area, but to those inside they begin to be dragged towards the center slowly once Once you enter the area you cannot go back without making a strength test with disadvantage, otherwise you will only be able to walk forward.

When a creature is in the area of this ability, it sees everything being sucked into nothingness, including light and mana. Each round that a creature, part of the terrain, and objects, both magical and normal, suffer 12d10 force damage. and if they have spellcasting they lose 2d4 of their strongest spells, every object, part of the terrain and creature that reaches 0 life is disintegrated and adsorbed. Every time your turn starts, in addition to taking the damage, you are inevitably drawn 10 feet even if you cannot be moved. If you are less than 30 feet away, you have disadvantage in everything you do and you run out of oxygen.

Any magical or ranged weapon attack that enters the area or is fired within the area automatically fails.

If this ability is maintained for more than 5 rounds, the people outside will see how everything slowly distorts and rotates around you.

You gain 2 exhaustion points at the end of the skill for every 30 stardust max the area increases by 20 feet and the damage by 6d10.

body forged in the void[edit]

You are a walking energy of destruction, you do not have an exact form, you are unintelligible to beings beyond your race, making you immune to the tricks of beings who oppose the reset.

At level 11 you become immune to effects that force you to change shape, you are also immune to being stunned, petrified, restrained, restrained and if you are incapacitated the effects will break over time depending on how strong you are. whatever is incapacitating you.

Wormhole[edit]

At level 13, you manage to warp reality to the point of opening gaps to go to other dimensions and universes, unleashing the end everywhere.

You can spend 10 stardust as a bonus action and can teleport 30 feet.

  • with 20 stardust you can teleport 60 feet.
  • with 30 stardust you can teleport 120 feet
  • with 50 stardust you can teleport 500 feet
  • For 110 stardust you can travel as if it were a teleportation spell.
  • For 150 stardust you can change planes to any existential plane and you become immune to its conditions to be able to be there peacefully, in addition to having an advantage and double damage against all beings that are on that plane.

You also gain the ability to use portals offensively, making the enemy roll for skill or wisdom to make them fall into a loop of infinite falls until they pass the save at the beginning of each of their turns taking damage depending on the type of teleportation used example :

You can spend 10 stardust as an action and can teleport your enemy in a 30-foot fall loop taking 6d6 force damage for each failed save.

  • With 20 stardust you can teleport the enemy to a 60 foot drop loop. taking 12d6 + wisdom force damage
  • With 30 stardust you can teleport the enemy to a 120 foot drop loop. taking 12d12+ force damage+

6d6 bludgeoning damage from the pressure of the fall + your wisdom bonus 2 times.

  • With 50 stardust you can teleport the enemy to a 500 foot drop loop. taking 20d12+ force damage + 10d10 bludgeoning damage + your wisdom bonus 3 times.

As an action you can close one of the portals by ending the ability and causing the enemy to crash into the ground, multiplying the damage equivalent to the number of turns spent trapped in the loop.

Cosmos Fixer[edit]

rinotuna-.jpg
source: Rinotuna on ArtStation []

The Repairers of the Cosmos are the most necessary entity both in the distant realm and in the multiverse, since their job is to repair anomalies, dimensional cracks, disasters at astronomical levels, thus hating black holes to death for being such destructive and chaotic entities. nature. the undeniable heroes of infinity, the creatures that keep the existential planes standing. ​

The Labor is only about to begin[edit]

Starting at level 3, your birth indicates a time of danger and the world needs a celestial fixer.

At this level all your attacks deal psychic damage and you are immune to psychic damage.

You can also, instead of dealing damage with your star attack, you can heal your target an amount equal to the result of the roll plus your bonuses (instead of damaging, it heals whoever you attack).

Your senses will expand beyond the horizon causing you to be able to detect any anomaly or dimensional crack within a range of 1 mile.


disgusting mistakes[edit]

At level 3 you can take your first steps to begin your endless but necessary work and you will carry it with pride until one way or another your flame is extinguished.

You can see the errors in all creations and by spending stardust that will depend on the amount your DM tells you, you can reveal the weaknesses of your enemies, making them vulnerable to all damage for 1 minute.

Also, you can help an ally in the same way, only instead of vulnerability you give them resistance to all damage and a damage reduction equal to your wisdom bonus for 1 minute.

At level 10 this applies 2 times and spends twice as much stardust and at level 20 enemies will take damage multiplied x8 and allies will become immune to all damage.


Stellar repair[edit]

You take your job quite seriously, and even more so when it comes to restoring the beauty of this and all worlds.

At level 6 you can spend stardust to repair the destruction and errors left behind such as destroyed terrain that is considered difficult terrain, or repair a collapsed house from 0 to 100, even repair living beings such as limbs, organs and eliminate diseases that they degrade the body.


spark of life[edit]

You may be a repairer of the cosmos, but you are still a starforge and in your rare case you exude life, bringing the gift of life to the worlds in your wake.

Starting at level 6 you gain the aura of the spark of life within 30 feet of you, all those you consider allies are healed xd6, where x is your current amount of stardust, also if an ally falls to 0 hit points in your aura you can spend 10 stardust to avoid his death leaving him at 1 life.

Activating this aura costs 30 stardust and when it ends you gain 2 points of exhaustion, and you can only use it once per long rest.

For every 20 of stardust the healing increases by 1 die, example: if it goes from a d6 to a d8.


extraplanar walker[edit]

At level 7 your powers begin to extend throughout reality to better travel through the vast cosmos.

  • You can spend 10 stardust as a bonus action and you can teleport 30 feet.
  • with 20 stardust you can teleport 60 feet.
  • with 30 stardust you can teleport 120 feet
  • with 50 stardust you can teleport 500 feet
  • for 110 stardust you can travel as if it were a teleportation spell.
  • For 150 stardust you can change plane to any existential plane and you become immune to its conditions to be able to be there peacefully, in addition to having an advantage and double damage against all beings that are on that plane.

Stellar Sea[edit]

At level 9 you have taken one step closer to being the salvation of this cosmos by forming a stellar envelope for yourself and all those around you.

Within 30 feet, he generates an aura that covers all his allies in a seeming sea of stars, granting them 2 AC and an extra 2d8 psychic damage.

You can also use a force wall at will by spending 15 stardust as well as being able to shape it into any shape you want within your 30 foot area.

For every 5 stardust at this level, you gain an additional 5 feet of reach, 1 AC, and an additional d8.


Not of this world...[edit]

At level 10, you do not accept the existence of out-of-this-world beings in places where they do not belong, so you will take all necessary measures.

within 120 feet at any time if an enemy activates any class spell or ability given by the DM, you can spend an amount of stardust equal to x where x will depend on the DM and how powerful the ability is. If all of the above is true, you deny the existence of this ability, showing your mastery over the rules of reality.

You can also automatically banish to their corresponding planes creatures that do not belong to this world, and cannot seek means of returning for a d4 + 2 days.

You can also spend 20 stardust to send a shockwave into the minds of all your enemies, causing your words to cause a splitting headache. Enemies within 120 feet must roll for intelligence or be stunned until they pass the intelligence save for 1 minute.


For every 5 maximum stardust the cost of the denial is worth 5 -.

Stellar Diplomacy[edit]

Your words calm the stars, your actions calm the cosmos, beings like you have to be prepared for the moments where violence is not required.


​At 11th level, you can add your wisdom to all your charisma checks.

You also have advantage on persuasion, intimidation, and deception checks against beings who are not from the earthly plane.

You gain awareness of who is a star forger even if he hides it.

Space Rupture[edit]

Your extensive knowledge repairing realities and worlds has led you to understand the laws that apply to the multiverse and also how to break them.

At 13th level, you can break reality and spend 25 stardust to make 4 dimensional slashes. All creatures in a 120-foot cone must roll for dexterity with disadvantage unless you are a creature that is aware of the glitches of The same reality, if you fail it will take 6d6 + 10 + wisdom magical cutting damage and if you miss by less than 5 the enemy takes the damage multiplied by 4.

To change the damage of this ability to psychic you must spend 10 more stardust but enemies must make an intelligence save to not be stunned for a d2 + 1 turn.

You can use this ability a number of times equal to your proficiency bonus.

For every 5 stardust maximum from this level, the damage increases by 3d6 and for every 10 stardust the damage is multiplied once again.


Expanded Horizons[edit]

Your mind has expanded to the point of detecting all the anomiles of a complete world, something that only a true cosmos fixer could achieve, with your consciousness increasingly closer to perfection.

Your mind expands and your knowledge about all the errors in reality stops being 1 mile and becomes gloval. Knowing the type of error and what problems it will bring, you also know an estimate of how far from your position it is, but you don't know. its exact location.

You also get 20% of the information on who caused that error as long as it was a creature.

and in case it is a natural error you know 100% of what caused it.


Rebuild/Reform/Redistribute[edit]

Your mind has understood the depth of form and matter, giving you access to the fabric and its multiple uses.

At level 15 and spending 60 stardust you can cast a level 7 resurrection spell for free with the changes that you can now reform and alter or negate the benefits it had in life by consulting with its DM.

You can also apply these details not only to normal living beings, you could also revive and alter ancient and magical forests or trees.

It can also revive and alter living or elemental terrain and alter it like the others mentioned.

It must be taken into account that not everything can be altered or changed, either because it is very complicated or because a higher law does not allow it and in the worst case there are things that are so damaged that they cannot be saved.

Star consciousness[edit]

At level 16 your consciousness has expanded like the cosmos connecting star points.

You have an absolute advantage on perception checks, I've done research (you roll 3d20 and take the highest result) and you may have information you didn't know you had.

You can also spend 20 stardust to obtain information about the target creature, even ignoring whether it has immunities to avoid being detected, depending on how much you spend from 25 stardust onwards you can increase the amount of information obtained. but if any immunity crosses, the target will notice.


the birth of life[edit]

Your compassion grows as your level of work but that will not stop you from continuing to bring life. At level 17 all your healings are tripled and by spending 10 stardust you can cure all mental or physical conditions that affect your environment, but if the condition is very powerful you will have to spend much more depending on what your DM tells you.

World map[edit]

You have achieved almost definitive awareness of your surroundings, seeing the world as if it were a map with its secrets. Starting at level 19, you can spend 50 stardust to see the world as if it were a map, even seeing the coordinates. of your current location, letting you see things that others would not see, giving you blind, true vision, in the darkness, of heat, and if you concentrate you can take a look towards another existential plane of 360 feet around which means that it cannot be surprised by no means.

You can also see the guides in the fabric of everything and the key points of each existing creature or object, seeing it as if they were lines that tangle at certain points forming a circle, as if it were a touch spell you spend an action to touch doing 40d12 strength damage plus 10 times your wisdom bonus + your proficiency bonus. The enemy creature must make a constitution save with disadvantage or lose the limb as if it were never born with it, the structures fail automatically and the DM determines where the key points are.

Great cosmic accent[edit]

You have reached the pinnacle of repairers, your name will be known throughout the vast cosmos, your celestial signature will be honored eternally, there are no problems you cannot solve.

At level 20 you reach great height, transforming yourself into an entity that, even where in every gram of matter in your body, is a universe where living beings surely live.

  • In this state you are permanently under the effects of Spark of life.
  • You are also permanently under the effects of Stellar Sea and the damage of Space Rupture is multiplied 4 times more.
  • The World Map Effect is also permanent.

The stardust that you used in your abilities in the past will now be used to increase its aumas function (example: for the world map ability you can spend what it was worth to double its damage or its impact on structures).

You also know the exact location of all reality errors in the entire world.

And it is almost impossible that you cannot repair a crack in reality unless a being of the same power as you is involved, in which case the two of you will have to make a save test for their highest statistic.




Multiclassing[edit]

Proficiencies. To be a starforger you must have 15 in constitution and 15 in wisdom and have the Starforge race as a requirement.

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