Circle of Stars | Background | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Circle of Stars

The call came from beyond the stars. Something ancient and powerful stirred in the vast abyss...

Celestial Paragon Lunar Magic
4th Double Dragon
  • Requires starry form: Dragon
  • Speed: 1 action
  • Target: one creature within range
  • Range: 60 ft.
  • Your starry form divides into two copies, one half swirling about in the space you stand while another is whisked off towards your target. Moments later, both halves erupt into brilliant flame.
  • Choose one creature within range. The area in a 5 ft burst around both of you erupt into flame. Creatures in the area must make a Dexterity saving throw. They take 3d6 fire damage on a failed save, and half on a successful one. Creatures hit by both halves take 6d6 fire damage instead. Both you and the original target are immune to the damage.
  • Recharge: 6
Dread Starlight
  • Speed: 1 action
  • Target: one creature within range
  • Range: 60 ft
  • Ranged Spell Attack
  • You create a fist-sized orb of painful blue-white radiance that whirls around your enemy, searing them. Fierce rays shoot from it like jabbing daggers of light, fencing them in where they stand.
  • On a hit, the target takes 2d8 radiant damage, and is restrained until the end of your next turn.
  • Recharge: 6
8th Cosmic Bolt
  • Passive
  • Modifies your Divine Lance spell based on your current Starry Form.
  • Archer: On a hit, your Divine Lance deals an additional 1d4 + wisdom modifier damage.
  • Chalice: If you have damaged a creature with your Divine Lance this turn, as an action you may heal any creature within 30 ft for an amount equal to the damage dealt.
  • Dragon: If you damage a creature with your Divine Lance, you may ask a question about it (Traits, resistances, abilities, etc)
Empowering Constellation
  • Passive
  • You gain one of the following metamagic feats as though you had taken it as a feat. You can activate it as a free action.
  • Widen Spell
  • Detonating Spell
  • Reach Spell
12th Well of Life
  • Requires starry form: Chalice
  • Speed: 1 action
  • Target: all allies within range
  • Range: 30 ft aura
  • Duration: 30 seconds
  • Concentration Required
  • Your form overflows with celestial energy, cascading and pooling out across the battlefield around you, restoring your allies and protecting the fallen.
  • Any conscious ally that starts their turn inside your aura heals for 1d6 + your spellcasting modifier. Any unconscious allies are instead stabilized, and until the spell ends, are immune to all damage.
  • Recharge: Long Rest
A Trick of the Starlight
  • Speed: 1 action
  • Target: one creature within range
  • Range: 60 ft
  • Duration: 30 seconds
  • Concentration Required
  • You bind your target’s fortunes to five ill-omened stars. Under their light, all sorts of mischance and bad luck befall your enemy.
  • Your target makes a wisdom saving throw. On a failure, whenever the target makes a saving throw or an attack roll, you roll a d20 with-out modifiers. If your result is higher than the target’s un-modified die roll, the target’s attack misses or the target’s saving throw fails. They may make a saving throw at the end of each of their turns to end the effect.
  • Recharge: Long Rest
16th Shooting Stars
  • Requires starry form: Archer
  • Speed: 1 action
  • Range: 150 ft
  • When you cast this spell, choose dazzling or burning.
  • Dazzling: All creatures within in a 20 ft radius sphere centered on a point within range must succeed on a Wisdom saving throw or be dazed until the start of your next turn.
  • Burning: All creatures within in a 20 ft radius sphere centered on a point within range must make a Dexterity saving throw. On a failed save they take 10d6 fire damage or half damage on a successful save.
  • Recharge: 6
Dancing Beneath the Stars
  • Speed: 1 action
  • Target: one creature within range
  • Range: 60 ft
  • The stars forges a short-lived dimensional gate that slices through your opponent. If you wish, you can leap through the gate and take their place while banishing them to the spot you were just in.
  • Your target makes an intelligence saving throw. On a failure, they take 6d8 radiant damage, and you can swap places with the target. After swapping places, you can teleport 5 times your Wisdom modifier feet.
  • Recharge: Long Rest
19th Celestial Ascendant
  • Passive
  • Choose one of your starry forms.
  • You can transform into the chosen starry form without consuming a use of wild shape.
  • While in the chosen starry form, you are immune to spells of third level and below.
  • In addition, you gain a new ability specific to your chosen form while in that form.:
  • Archer: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • Chalice: Whenever you heal allies with a spell or ability, you gain temporary hit points equal to the total amount healed.
  • Dragon: You gain the benefits of the mind blank spell.
Banish to the Void
  • Speed: 1 bonus action
  • Target: one creature within range
  • Range: 60 ft
  • You hurl your foe screaming into the skies, and they disappear to some remote and terrible corner of the cosmos. When they return, madness overwhelms them.
  • Your target makes a Wisdom saving throw, on a failure they take 3d10 radiant damage and disappear into a starry realm. At the start of their next turn they reappear in the space they disappeared. If that space is occupied, they instead return to the nearest unoccupied space. They attack the nearest target on their next turn.
  • Recharge: 6

 


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