Starforger (5e Race)

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Starforger

Design Note: The starforger is a composite character. You do not select a separate race and class combination. You begin play with one level of the starforger class, which also includes all your racial features. You cannot multiclass: when your level increases, you must take a level of the starforger class. This is because, as a starforger, your unusual physiology is unsuitable for many features granted by other classes.

Physical Description

Starforgers are likened to dragons by some, and shining comets to those that see them traversing the cosmos. To any who would ask a starforger however, both of these descriptions don't come close. A starforger seems to be composed of an ethereal mass of astral matter, the lights of distant stars and nebulae visible through their translucent plated scales. The edges of their bodies and the chinks in their scaly armor are bound in soft light, growing brighter towards their cores. They possess mainly draconic features, sporting claws and talons on their fingers and toes, facial features reminiscent of scaled beasts, short spinal fins, and a trailing tail. They may or may not be adorned with horns atop their heads, and may have locks of long, bright hair on their head and the ends of their tails. The longer a part of their body comes into contact with an object or another creature, the more "solid" their body seems to appear around it, their colors becoming deeper, their scales darkening, and both concealing and concentrating their inner light between the gaps.

History

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 recieve 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.

Society

Starforgers are normally seen as a rarity: being creatures that can live for millennia, their visits to the mortal plane are seen as quite an event. Those who display their power or charm are likely to inspire awe in common folk. They are keen to state superiority above most celestials and especially dragons. Celestial peoples harbor a sort of respect for starforgers, but are quick to strike down percieved arrogance. And dragons are loath to admit that there is some truth to a starforger claiming it is a higher being: why compare breathing fire or frost to breathing the searing stuff of stardust? Starforgers also rarely see others of their own kind, each has an awareness of what stars they themselves have made, but are unable to feel the creations of others or who made them. It is unknown how a new starforger is created, or if they are even born, but whispers suggest a ritual meeting, a dance in the void emulating the beginning of all things.

Starforger Names

Starforger's names vary according to the culture they first present themselves to, as they seldom name themselves. Whenever a starforger is named, they are usually named in the fashion of stellar gods, with grand titles using words evoking the cosmos. If one has named themself, their name is usually fashioned from draconic or celestial words of the stars.

Male: Aurelion Sol, Helios, Eroez Andusk, Etuv Kavkebym.

Female: Stella Praeclare, Aurora, Thal Quitu, Alet Havur.

Starforger Traits

Starforgers are celestial dragons that have lived for eons. Starforgers attack with small stars and a few spells, instead of swords and shields.
Ability Score Increase. Your Wisdom score increases by 2 and your Intelligence score increases by 1.
Age. Starforgers can live on for thousands of years, reaching a level of maturity after around 50 years.
Alignment. Starforgers are often indifferent and lack many bonds. They lean toward neutral alignments.
Size. Starforgers are usually around 6 or 7 feet in length. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Levitation. You float a few feet above the ground. This allows you to ignore most forms of difficult terrain. However, you can float no higher than 5 feet and when you are reduced to 0 hit points you stop hovering.
Spitfire. As a action, you can release a small spout of hot stardust from your mouth. This ranged attack does 1d4 fire damage. You use Wisdom for this attack, and it has a range of 20 feet. This attack's damage increases by 1d4 when you reach 5th, 11th, and 17th level.
Well-Informed. Starforgers have lived on for centuries and eons. You are proficient in History skill. You may also use this ability to gain advantage on a single Intelligence check. Once you use this ability, you cannot use it again until you complete a long rest.
Star Body. Your unusual physiology comes with certain effects. You are physically unable to don any armor, nor wield any weapons other than light weapons, or armor and weapons made specifically with your physiology in mind. In addition, you give off dim light in a 20-foot radius. You have a resistance to radiant damage.
Languages. You can speak, read, and write Common, Draconic, and Celestial.

Random Height and Weight

Base
Height
Height
Modifier*
Base
Weight
Weight
Modifier**
6′ 0″ +1d12 inches 140 lb. × (5) lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)


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Creating a Starforger

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 of 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 Dexterity, then 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: 1d8 + 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 Cosmic Abilities
1st +2 Starforgery, Star Attack 1d6 -
2nd +2 Cosmic Abilities 1d6 2
3rd +2 Center of the Universe, Archetype Feature 1d8 2
4th +2 Ability Score Improvement 1d8 2
5th +3 Extra Star 1d8 3
6th +3 Black Hole 1d8 3
7th +3 Archetype Feature 1d8 3
8th +3 Ability Score Improvement, Comet of Legend 1d8 4
9th +4 Improved Center of the Universe 1d8 4
10th +4 Ability Score Improvement 2d6 4
11th +4 Extra Star(2), Archetype Feature 2d6 4
12th +4 Ability Score Improvement 2d6 5
13th +5 Historian 2d6 5
14th +5 Strength of the Ages 2d6 5
15th +5 Extra Star(3) 2d8 5
16th +5 Ability Score Improvement 2d8 5
17th +6 Archetype Feature 2d8 6
18th +6 Wormhole 2d8 6
19th +6 Ability Score Improvement 2d8 6
20th +6 Stellar Recovery 2d10 6


Starforgery

As a starforger, you are constantly orbited by small Stars that make up your damaging abilities. At 1st level, you have a pool of of Stars to utilize equal to 1 + your Wisdom modifier. You may never have more than 9 orbiting you total. Any Star that would cause your orbit to have more than 9 Stars is destroyed.

On your turn you can expend up to 2 Stars at a time as Star Attacks. This is an Attack action.

Your Star Attack Bonus is your Wisdom modifier + your Proficiency Bonus. Your Star Save DC is 8 + your Wisdom modifier + your Proficiency Bonus.

Expending or destroying Stars requires an open hand.

Your orbit regains all expended Stars when you finish a long or short rest.

Whenever you roll Initiative without a Star, you gain one additional Star.

Your Star Attack Dice change when you reach certain levels in this class. It starts at 1d6, and becomes 1d8 at 5th level, 2d6 at 10th level, and 2d8 at 15th level.


Star Attack

As a starforger you gain the ability use your orbiting Stars as attacks. In order to make a Star Attack, you must expend one star.

They have a range of 30 feet

The damage for each Star Attack is your Star Attack die + your wisdom modifier + your Proficiency Bonus. Star Attacks deal fire damage.

The first Star Attack to hit on your turn has it's dice doubled.

Cosmic Abilities

At level 2, choose two of the following abilities to learn. As long as at least one Star is expended on a turn, you can choose to perform one Cosmic Ability on that turn that you have learned. The Star requirement can be expended as a Star Attack or simply destroyed. You must choose your Cosmic Ability before the Star causes any damage or effects however. You gain more Cosmic Abilities when you reach certain levels in this class, gaining one additional Cosmic Ability at 6th level, 11th level, and 15th levels.

— Spectral Growth (Prerequisite: Level 5)
  • The Star Attack die for the first three Star Attacks to hit on this turn are doubled.
— Starsurge
  • On each successful Star Attack against a creature, that creature makes a Constitution save against your Star Save DC. For each fail, the creature is Incapacitated for a turn. At the end of each of the enemy's turns they can attempt a save versus your Star Save DC. On a success they are no longer Incapacitated.
— Distant Light
  • The range for any Star Attacks on this turn is 120, instead of 30. Additionally, any Star Attacks made this turn have +2 Attack Bonus.
— Star Ward
  • You can surround a creature of your choice with a dizzily spinning mote of light, giving all creatures within 5 feet of them disadvantage on all attacks against them until your next turn
— Celestial Expansion
  • You extend the orbit of your Stars outwards. All creatures within 10 feet of you must make a Dexterity saving throw at the beginning of their turn against your Star Attack DC. On a fail, they take damage equal to your Star Attack Dice, on a success they take no damage. For the next minute, creatures ending their turn within 5 feet of you must repeat this save. This ability requires your concentration, and ends early if you lose your concentration or choose to end it's effects as a free action. During the duration of this ability, you may not use Center of the Universe.
— Shooting Star
  • Instead of rolling your attack, the enemy makes a Dexterity save versus your Star Save DC, on a fail, you roll the damage for the Star Attack.
— Stellar Mass (Prerequisite: Level 5)
  • Choose a space within your Star Attack range. You may choose up to three target creatures within this range. These creatures must make a Strength or Dexterity save versus your Star Save DC, on a fail, they are pulled up to 15 feet towards the space you specified.
— Star Blade
  • Choose a weapon within 30 feet of you that you can see. For the next minute, that weapon does an additional 1d6 radiant damage when it hits. This ability can only apply to one weapon at a time, if a weapon is already affected by this, the ability fails.
— Mending Glow
  • Regain half the damage from any Star Attacks this turn, rounded up, as temporary hitpoints.

Center of the Universe

At level 3, your orbit of Stars is strong enough to deal damage on it’s own. As long as at least one Star is in orbit, you have +2 AC. As a Bonus Action you can hurt an enemy within 5 feet of you with your orbiting Stars, dealing 2 + 1 damage for each Star.

Astronomical Alignment

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

Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 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.

Extra Star

Beginning at 5th level, you gain one extra Star to your orbit and can expend one extra Star whenever you take the Star Attack action.

Black Hole

When you reach 6th level, When you or an ally within 20 feet is hurt by a ranged Attack that you can see, you can use your reaction to roll a d12 + your Wisdom modifier. If the result is higher than the damage of the Attack, instead of causing any damage, the Attack is swallowed by a black hole and appears in the Astral Plane. The black hole then disappears with no further effect. You can do this a number of times equal to your wisdom modifier, regaining the ability to do so after long rest.

Comet Of Legend

At 8th level, you gain the ability to soar like a comet. As an action, you can fly in up to a 50 feet straight line in any orientation you choose: horizontally, vertically, or diagonally. You ignore all terrain.

Any opportunity Attacks against you for the duration have disadvantage, and anyone in your path takes 4d6 force damage.

At the end of this ability, you can either use this ability again to continue the straight path, travelling up to another 50 feet, or stop; if you are mid-air at the end of this ability, you will begin falling.

You can use this ability 2 times, regaining any expended uses after a long rest.

Improved Center of the Universe

Beginning at 9th level, You now have +4 AC as long as a Star is in orbit. As a Bonus Action you can hurt an enemy within 10 feet of you with your orbiting Stars, dealing 3 damage for each Star. This does not stack with Center of the Universe.

Historian

At the 13th level, choose four skills that use either Wisdom or Intelligence. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen skills. If you were not proficient in a chosen skill, you instead gain proficiency in the skill.

Strength of the Ages

At level 14, you understand all spoken Languages and become immune to radiant damage. Moreover, any creature that can understand a Language can understand what you say. Additionally, you are unable to die of age.

Wormhole

At 18th level, you can spend a Bonus Action to open a Wormhole at your location and another location within 60 feet that you can see. You can move between the two locations as if they were adjacent. Others perceive and interact with the areas as if they were completely normal. You can target creatures and cast spells through the Wormhole, provided they are within range of the wormhole as dictated by the spell being cast. Using your reaction, you may send an ally within 5 feet of a Wormhole to it's destination.

The Wormhole closes after 1 minute, or you can close it as a Bonus Action.

Additionally, whenever you or your Attacks pass through a Wormhole, you increase the damage of your next Star Attack made before the end of your next turn by 1d12.

Once use this feature, you must finish a long rest before you can do so again.

Stellar Recovery

At 20th level, you can spend 1 minute forging an orbit of 9 Stars. Once you regain Stars using this feature, you must finish a long rest before you can do so again.

Dark Star Starforger

Your Star Attacks now do force damage, and your Spitfire attack now does cold damage.

Arts of the Dark

At level 3, prepare a 1st-level spell from the warlock spell list. At level 5, you may also prepare a 2nd-level spell from the warlock spell list. At the 9th level you may also prepare a 3rd-level spell as well.

You may cast these spells once each using this feature, requiring no material components (unless those components are expended). Any DC for a spell uses your Star Save DC, and any Spell Attack Bonus is your Star Attack Bonus.

At level 3, cast these spells as if with a 1st-level spell slot; at level 5, a 2nd level spell slot; and at level 7, cast as if with a 3rd-level spell slot. You regain the ability to cast each of these spells after a long or short rest, and may change the prepared spell when you finish a long or short rest.

Shadow Step

At level 7, When you are in an area of dim light or darkness, you can use an action to become invisible until your next turn. If you take an action, Bonus Action, or a reaction before then, you are visible again. You may also use a Star to cast Invisibility instead. You can do this once, regaining the ability to cast Invisibility in this way after a long rest.

Additionally, Star Blade now does 2d6 radiant damage instead of 1d6. Also, if you miss a melee attack while wielding a weapon affected by Star Blade, you can make one additional attack; if this attack misses you are not to make another one.

Interstellar Void

At level 11, you gain the Cosmic Ability Interstellar Void. This doesn't count against the number of Cosmic Abilities known. In addition, any spell or effect you create ignores resistance to force damage and treats immunity to force damage as resistance to force damage.


- Interstellar Void
  • You call upon the frigid depths of outer space to bring a terrible chill to your enemies. At level 11, as a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage per your level. A successful Constitution save (vs your Star Save DC) halves this damage. Enemies who fail their saving throw are Incapacitated for a turn. You may do this once, regaining the ability to do so after a long rest. You must destroy one of your Stars to use this ability.


Ancient Secrets

At level 17, you embody the power of the ancients. Your Dexterity score increases by 4. Your maximum for that score is now 24. Your speed also increases by 15. Additionally whenever you make a Star Attack, you may teleport up to 10 feet + and additional 5 for each Star expended.

Supernova Starforger

When you make a Star Attack, you can choose between either radiant or fire damage.

Arts of the Wise

At level 3, prepare a 1st-level spell from the sorcerer or cleric spell lists. At level 5, you may also prepare a 2nd-level spell from the sorcerer or cleric spell lists. At the 9th level you may also prepare a 3rd-level spell from the sorcerer or cleric spell lists as well.

You may cast these spells once each using this feature, requiring no material components (unless those components are expended). Any DC for a spell uses your Star Save DC, and any Spell Attack Bonus is your Star Attack Bonus.

At level 3, cast these spells as if with a 1st-level spell slot; at level 5, a 2nd level spell slot; and at level 7, cast as if with a 3rd-level spell slot. You regain the ability to cast each of these spells after a long or short rest, and may change the prepared spell when you finish a long or short rest.

Mental Presence

At level 7, you can communicate telepathically with any creature you can see within 30 feet of you, the creature will understand what you say as long as you share at least one Language. It does not gain the ability to respond. You may also expend a Star to cast Detect Thoughts.

Additionally, Starsurge now makes enemies Stunned, rather than Incapacitated.

Voice of Light

At level 11, you gain the Cosmic Ability Voice of Light. This doesn't count against the number of Cosmic Abilities known. In addition, any spell or effect you create ignores resistance to radiant damage and treats immunity to radiant damage as resistance to radiant damage.

- Voice of Light
  • You exhale a wave of starfire in a line 60 feet long, and 5 feet wide. Each creature in the line must make a Dexterity saving throw. All creatures who fail take 6d10 radiant damage and are prone. Those who succeed are not prone and take halved damage. You may do this once, regaining the ability to do so after a long rest. You must destroy one of your Stars to use this ability.
Ancient Knowledge

At level 17, you embody the power of the ancients. Your Wisdom score increases by 4. Your maximum for that score is now 24. You also can now hold an orbit of up to 11 Stars, instead of 9. Additionally you have advantage on any save versus spells and magical effects.

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