Way of the Star (5e Subclass)
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Way of the Star
The Way of the Star is an oddity, by comparison to other monastic traditions. Instead of looking inward for enlightenment, they look outwards, to the skies, and space. They research the celestial bodies in an attempt to understand themselves better, and in doing so can manipulate their ki in unique ways.
- Scion of the Night Sky
Your studies have lead you to be capable of identifying just about any blip in the sky. Starting at 3rd level, you gain proficiency with Navigator’s Tools. Additionally, you cannot become lost by nonmagical means so long as you can see the stars.
- Inner Cosmos
Within the Way of the Star exists four subdisciplines, each emphasizing the channeling of specific kinds of stars, and other celestial entities. At 3rd level, choose one of the features below.
- Blazar. You have channeled the blazar, an incredibly bright, firery mass. Those who follow the blazar learn to channel it’s bright, violent power. You can make your unarmed strikes deal fire damage, instead of bludgeoning. After you hit something with your unarmed strike, you can use a bonus action to cause the would to flare. They take extra fire damage equal to your martial arts die.
- At 11th level, your unarmed strikes deal an additional 2 fire damage, and you can spend one ki point when using the flare, causing it to deal an extra die of fire damage.
- Magnetar. You have channeled the magnetar, a star with massive magnetic potential. Those who follow the magnetar learn to influence the polarity, and thus the position, of their targets. You can make your unarmed strikes deal lightning damage, instead of bludgeoning. Additionally, if you hit something with an unarmed strike on your turn, they are polarized until the end of your next turn. A polarized target cannot make opportunity attacks against you, and you can use a bonus action to move a polarized target. They move up to 20 feet, in any direction you choose. You have free reign over how they move, however you cannot force them to to move away from you.
- At 11th level, your unarmed strikes deal an additional 2 lightning damage, and you can spend one ki point when moving a polarized target to move them an extra 20 feet, and if they collide with something, they take damage equal to your martial arts die.
- Pulsar. You have channeled the pulsar, a superdense star which releases two massive columns of harmful light. Those which follow the pulsar learn to produce energy as if they were the star they learn from. You can make your unarmed strikes deal radiant damage, instead of bludgeoning. Additionally, after you hit something with an unarmed strike on your turn, as a bonus action, you can release a ray of harmful energy at a creature within 60 feet. Make an unarmed attack against them, dealing radiant damage equal to your martial arts die on a hit.
- At 11th level, your unarmed strikes deal an additional 2 radiant damage, and you can spend one ki point when making the ray attack, dealing an additional die of damage on a hit.
- Quasar. You have channeled the quasar, a massive star which moves at frightening speeds. Those which follow then quasar learn to tap into this speed to move as fast as a lightning bolt. You can make your unarmed strikes deal thunder damage, instead of bludgeoning. Additionally, after you hit something with an unarmed strike on your turn, you can use your bonus action to move up to your Unarmored Movement bonus. This movement does not provoke opportunity attacks.
- At 11th level, your unarmed strikes deal an additional 2 thunder damage, and you can spend one ki point when using a bonus action to move. When you do so, you can move through a creature’s space, so long as you do not stay in their space at the end of this move. When you exit their space, they take lighting damage equal to your martial arts die.
- Solar Heat
The power that rests within you keeps you warm in the coldest days. Starting at 6th level, you gain resistance to cold damage.
- Blistering Radiance
Your body is much akin to that of a star, when under the starry sky. Starting at 11th level, whenever you spend a ki point at night, you can choose to release a burst of energy. Every creature within 10 feet of you takes damage equal to your Wisdom modifier, of the same damage type your choice at 3rd level deals.
You have become an embodiment of the celestial you have studied. At 17th level, you gain one of the following actions, based on your choice at 3rd level.
- Blazar. The master of the blazar can release masses of fiery energy, turning most opponents to smouldering wrecks. When you hit something with an unarmed attack, you can expend 5 ki points. The target must make a Constitution saving throw against your Ki save, taking 2d10 fire damage on a success. On a failure, they take 2d10 fire damage, and then they do so again at the start of all of it’s turns, until either you or the target are reduced to 0 hitpoints.
- Magnetar. The master of the magnetar can manipulate almost anyone, with the right magnetic touch. As an action, you can spend 5 ki points, and make a single unarmed attack against one creature. On a hit, you deal no damage. However, on their next turn, you determine their next movement, actions, and bonus actions as if you were them.
- Pulsar. The master of the pulsar can freely release the full strength of the star’s harmful energy, to the detriment of any caught in it’s rays. As an action, you can spend 5 ki points, and create a 15 foot wide, 100 foot long beam, which lasts for 1 minute, with you as an origin point. Any creature that enters or starts their turn in the beam must make a Constitution saving throw against your Ki save or take 2d10 radiant damage. At the start of your turn, you must move the beam up to 50 feet. While the beam exists you are restrained.
- Quazar. The master of quasar is a master of speed, capable of releasing thousands of attacks in seconds. You can take an action, and expend 5 ki point. When you do so, you can make 5 unarmed attacks, all of which must deal thunder damage.