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Hoshikage

Hoshikage

Onmyoji who walk the path of the Hoshikage are attuned to the movements of the stars and celestial bodies, gaining profound insight into the flow of fate and destiny. Through the study of Tenmon (astronomy) and the sacred arts of divination, these Onmyoji can glimpse future events, alter the flow of battle, and harness the power of starlight. Hoshikage serve as both seers and guides, using their wisdom to protect allies, hinder enemies, and weave threads of fate with precision and grace.  

Astronomical Reading

At 3rd level, you are able to channel the movements of the stars to guide and protect.   As a bonus action, you can perform an Astronomical Reading on yourself or a creature you can see within 30 feet. Roll a d6 and choose one of the following effects:
  • Star of Protection: Add the result to the target’s AC until the start of your next turn.
  • Star of Precision: Add the result to the target’s next attack roll or saving throw made before the end of your next turn.
  • Star of Misfortune: Subtract the result from an enemy’s next attack roll or saving throw before the end of your next turn.
  •   You can use this feature a number of times equal to your proficiency bonus per long rest.  

    Tenmon

    At 6th level, your connection to the celestial realms deepens, granting you glimpses of future events and cosmic forces.   You gain the ability to cast Augury and Divination without expending a spell slot, using your ritual implements. When you cast these spells using this feature, you receive additional insight tied to celestial alignments and star patterns, potentially revealing hidden dangers, favorable outcomes, or cosmic disturbances.   Additionally, you gain proficiency in Insight and Perception, or expertise if you are already proficient.  

    Starfall Ward

    At 11th level, you can summon a protective ward of starlight to shield allies and disrupt enemies.   As an action, you create a 30-foot-radius ward centered on yourself for 1 minute. While the ward is active:
  • Allies within the area gain resistance to radiant and necrotic damage and have advantage on saving throws against spells.
  • Enemies entering the ward for the first time on a turn or starting their turn there must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, they take 4d6 radiant damage and have disadvantage on their next attack roll. On a successful save, they take half damage and suffer no additional effects.
  •   Once you use this feature, you cannot do so again until you finish a long rest.  

    Celestial Command

    At 17th level, you gain the power to reshape destiny and call upon the might of the stars.   As an action, you can invoke the Celestial Command, calling down a cosmic event that manifests as a brilliant starburst or a meteor shower at a point you can see within 120 feet. Choose one of the following effects:   Meteoric Downfall: Up to five creatures of your choice within a 30-foot radius must make a Dexterity saving throw. On a failed save, they take 12d10 fire and radiant damage and are knocked prone. On a successful save, they take half damage.   Guiding Constellation: For 1 minute, you and all allies within 30 feet gain the following benefits:
  • Advantage on all attack rolls, saving throws, and ability checks.
  • Resistance to all damage.
  • You and your allies may reroll one failed saving throw during the duration, using the new result.
  •   Once you use this feature, you must finish a long rest before you can do so again.

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