The Morningstar (5e Class)

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The Morningstar[edit]

A man trudges through the darkenes forest of his country, Eden. His breathing can be heard as smoke escapes from the chill of his breath and he mutters, "That item...". He stops as he looks into the sky, witnessing a streak of light.. however unlike a normal wishing star it seemed to curl into itself. His eyes widened as he stared, a seemingly massive orb of light heading his way at immense speeds. Before he could react it landed in front of him, an oddly intricate object with what appeared to be a star within. He stared in awe at the structure.. he knew what he had to do.


Creating a Morningstar[edit]

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Thoth, Imhotep

What makes your character so interested in the world that lies beyond? What makes their devotion to the studies of space so concrete that the answer to all their questions seemingly chose them and them alone.

Quick Build

You can make a Morningstar quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose any background.

Class Features

As a Morningstar you gain the following class features.

Hit Points

Hit Dice: 1d12 per Morningstar level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Morningstar level after 1st

Proficiencies

Armor: Light Armor, Shields
Weapons: Martial Weapons
Tools: The Morningstar, Navigators Tools
Saving Throws: Intelligence, Constitution
Skills: Choose any 3 skills alongside gaining Insight, Investigation and Arcana

Equipment

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

  • The Morningstar
  • (a) Navigator's Tools or (b) Quarterstaff

Table: The Morningstar

Level Proficiency
Bonus
Features Astral Energy
1st +2 The Morningstar, Legendary Mass, The Stars Cross 1 + IntelligenceMod
2nd +2 <!-Class Feature2-> 2 + IntelligenceMod
3rd +2 <!-Class Feature3-> 3 + IntelligenceMod
4th +2 Ability Score Improvement 4 + IntelligenceMod
5th +3 5 + IntelligenceMod
6th +3 6 + IntelligenceMod
7th +3 7 + IntelligenceMod
8th +3 Ability Score Improvement 8 + IntelligenceMod
9th +4 9 + IntelligenceMod
10th +4 10 + IntelligenceMod
11th +4 11 + IntelligenceMod
12th +4 Ability Score Improvement 12 + IntelligenceMod
13th +5 13 + IntelligenceMod
14th +5 14 + IntelligenceMod
15th +5 15 + IntelligenceMod
16th +5 Ability Score Improvement 16 + IntelligenceMod
17th +6 17 + IntelligenceMod
18th +6 18 + IntelligenceMod
19th +6 Ability Score Improvement 19 + IntelligenceMod
20th +6 Unlimited

The Morningstar[edit]

The Morningstar is a golden cubical item with what appears to be a vivid star trapped within its cubic confines. It is the main catalyst of The Morningstar's abilities however acts as their sole source of mysticism. While it doesn't allow spellcasting it allows for the channeling of their Astral Bodies. The Morningstar is a destructible item as it wields equal AC to the wielder alongside Hp. When destroyed you are locked from the usage of Astral Bodies until you spend 1 hour constructing a new Morningstar.

Legendary Mass[edit]

People like to compare striking you to be akin to hitting into a whole planet, all thanks to your sheer durability. At 1st level your armor class is increased by half of your intelligence ability score and your hit points are increased by your intelligence ability score.

The Stars Cross[edit]

At 1st level, your morningstar beckons for some enemies to be defeated swiftly and grants you the ability to do so, you may mark a single opponent as a free action. Whenever you hit a marked creature with a weapon, feature or unarmed strike that deals bludgeoning, piercing, fire or slashing damage, you deal an additional 3d6 damage to that creature. You may choose another creature to mark at the same time at 7th, 13th, and 18th level.

Additionally, your attacks ignore the damage resistances of creature types you have chosen with this feature. This extends to ignoring their condition immunities and treating their damage immunities as resistance instead when you reach 9th level, and to ignoring their damage immunities at 17th level.

Astral Bodies[edit]

At 2nd level, you gain a myriad of features known as Astral Bodies. These are abilities only able to be used thanks to The Morningstar's influence. You may start with 4 Astral Bodies and gain 1 extra at levels 4,7,12,16,19 an at 20th level you learn all of them. Each Astral Body costs an amount of Astral Energy, the maximum amount of which is listed in the Astral Energy column chart, Astral Bodies may be applied to any creature within 50 feet of the user or can see or hear you. You regain all uses of Astral Energy after a short or long rest.

Astral Body Saves: {10+intelligenceMod+proficiencyBonus}

Ability Score Improvement[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.

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<!-Class Option 2->[edit]

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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