Solarian
Solarian Features
Solarian Paths
Astral Revelations
Zenith Revelations
Creating a Solarian
As you build your Solarian, consider how your character heard the call of the stars. Who or what brought them to this awareness that there is a force woven throughout the Cosmos calling to them? Were they found by a religious order when very young? Did they unlock their powers when protecting others? Or pehaps harming others? Consider how your character views the Celestial Whil and whether they would be a paragon of justice and light or use the knowledge they find for personal gain.Quick Build
You can make a Solarian quickly by following these suggestions. First, make Charisma your highest ability score for your casting, followed by Strength or Dexterity for melee attacks (based on if you will choose finesse weapons or not). Second, choose the Acolyte, Hermit, or Sage Backgrounds.
Solarian Features
As a Solarian, you gain the following class features.Hit Points
Hit Dice: 1d10 per Solarian levelHit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Solarian level after 1st
Proficiencies
Armor: light and medium armor, shieldsWeapons: Simple weapons, Battleaxe, Flail, Morningstar, Rapier, Scimitar, Shortsword
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Athletics, History, Insight, Investigation, Life Science, Medicine, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Astral Revelation (Black Hole, Supernova), Celestial Manifestation, Stellar Mode | - | - | - | - | - |
2nd | +2 | Astral Revelation, Fighting Style, Spellcasting | 2 | - | - | - | - |
3rd | +2 | Solarian Path | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement, Astral Revelation | 3 | - | - | - | - |
5th | +3 | Extra Attack | 4 | 2 | - | - | - |
6th | +3 | Astral Revelation | 4 | 2 | - | - | - |
7th | +3 | Solarian Path Feature | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement, Astral Revelation | 4 | 3 | - | - | - |
9th | +4 | Zenith Revelation | 4 | 3 | 2 | - | - |
10th | +4 | Astral Revelation | 4 | 3 | 2 | - | - |
11th | +4 | - | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement, Astral Revelation | 4 | 3 | 3 | - | - |
13th | +5 | Extra Attack (2) | 4 | 3 | 3 | 1 | - |
14th | +5 | Astral Revelation | 4 | 3 | 3 | 1 | - |
15th | +5 | Solarian Path Feature | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement, Astral Revelation | 4 | 3 | 3 | 2 | - |
17th | +6 | Zenith Revelation | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Solarian Path Feature, Astral Revelation | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Celestial Paragon, Astral Revelation | 4 | 3 | 3 | 3 | 2 |
Celestial Manifestation
At 1st level, you gain a physical manifestation of your connection to the cosmos. The base form of your celestial manifestation, when not actively in use, is a mote of stellar energy in a crystaline form slightly smaller than your fist that hovers near your head. Only you can interact with your Celestial Manifestation including touch, move, sunder, or steal. This mote is a reflection of your personal connection to the Celestial Whils. When you take your first level of Solarian, choose a color associated with stars (white, red, orange, yellow, blue), energy (green, purple), or the darkness of a black hole (black). The color chosen is the color of your mote. When the mote is in it's inactive form, you can use a bonus action to have it emit dim light in a 20ft radius in the color chosen (grey in the case of a black mote) or to have it stop emitting light. If your mote is not infused into a crystal, it begins glowing when you enter into a Stellar Mode and returns to normal when you end the mode. If you have a Solarian Crystal, you can spend 1 minute of meditation to infuse your mote into one of these crystals, or extract it from a crystal housing it. These crystals harness your connection to the Whils into powerful weapons or incredible defensive abilities. You can only infuse 1 crystal at a time unless you have an ability that says otherwise. When infused into a crystal, the mote around your head vanishes as it resided inside the crystals. See the Solarian Crystals, Solarian Armor, and Solarian Weapons pages for more details and mechanics.Astral Mode
The Celestial Whils sing of two sides to their forces. A dance of the cosmos, one side balancing the other. Light and Dark. Life and Death. Radiant Starlight and Inescapable Gravity. Solarian Mystics have claimed the forces of light have announced themselves as the Ashlar while the darker forces have been called the Voithan. As a Solarian with a connection to the Whils, you can attune yourself to these forces in combat. On your first turn of combat, so long as you are conscious, you choose to attune to the Ashlar, the Voithan, or remain unattuned. Each round at the start of your turn you choose to either stay in your current attunment to the Ashlar or Voithan or become unatuned. Each round you stay attuned to an Astral Mode you gain an attunement point in that mode. Upon reaching 3 points in either Voithan or Ashlar you are considered fully attuned and stop gaining more attunment points. Some Astral Revelations, known as "Zenith Revalations", are so powerful they require you to be fully attuned to one side or the other. Once you become fully attuned to a certain side you stay fully attuned to that side until combat ends, you fall unconscious, or you chose to become unattuned. Should you chose to become unattuned during combat, you lose all current attunement points. At the start of your next turn, you can chose to attune to one side or remain unattuned. Falling unconscious also puts you into a state of unattunement. Should you regain consciousness before combat ends, you may attune at the start of your first turn conscious again. At the end of combat, whatever your condition, your Astral Mode ends. You can only activate an Astral Mode while in combat. This is more akin to a Fight-or-Flight instinct rather than everyday abilities. Voithan ModeAstral Revelation
As your connection to the Whils grows stronger, you will learn to channel celestial powers in new ways. Most of these revelations are associated with either the Ashlar or the Voithan aspects of the Whils. At 1st level you learn 2 Revelations: The Black Hole and the Supernova. At 2nd level, and every 2 levels after, you learn another Revalation of your choice. You may not select the same revelation more than once unless it specifically says you can. While you can select any revelation of your choice, if you devote yourself primarily to 1 side or the other, it becomes harder to attune to the opposing side. You may have 1 more revalation in one side over the other without penalty. However, for every 2 revelations more in one side over the other, you need an additional attunement point for the opposing aspect to be considered fully attuned. If imbalanced, for whichever side you have more revelations in you are always considered attuned (however you have 0 points towards the mode for the purposes of abilities with bonuses per point) so long as you are not in an unattuned state. For example: If you have 6 Ashlar revelations and 2 Voithan revelations, then you would need the base 3 ashlar points to be fully attuned to the Ashlar, but you need 5 voithan attunement points to be fully attuned to the Voithan, but are considered attuned to the Ashlar for the purposes of revelations even if fully attuned to the Voithan. Astral Revelations typically will state what type of action they require to use or will denote an action type they modify, which means they are applied when the action type is taken. If a revelation has a duration that lasts "a round or until you leave this mode" the duration is whichever condition is longer. You may use some Astral Revelatoins outside of combat. However, since you cannot enter an Astral Mode outside of combat, any duration is always 6 seconds and cannot require attunement or full attunement to a particular mode.Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to hit and damage with that weapon. Also, when targetted by a single target attack, you can use your reaction to give yourself a +2 bonus to AC to the attack, which you may do after knowing whether the attack hits. You can only apply this AC bonus a number of times equal to your charisma modifier (minimum 1) per long rest.Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to do this.Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You can also wield 2 melee weapons even if they don't have the Light property. Additionally, when you infuse your Celestial Manifestation mote into a Solarian Weapon Crystal, you may repeat the ritual and infuse an additional Weapon Crystal so that you may have 2 weapons with infused Solarian Crystals. This second crystal becomes uninfused if your main infusion crystal is placed in Solarian Armor.Spellcasting
You hear the whispers of a cosmic consciousness that reveal secrets of the universe. This connection has allowed you to tap into the mystical forces of the universe. See Spells Rules for the general rules of spellcasting. See the Solarian Spell List for more information on spells.Preparing and Casting Spells
The Solarian table shows how many spell slots you have to cast your solarian spells. To cast one of your solarian spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of solarian spells that are available for you to cast, choosing from the solarian spell list. When you do so, choose a number of solarian spells equal to your Charisma modifier + half your solarian level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level solarian, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of solarian spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.Spellcasting Ability
Charisma is your spellcasting ability for your solarian spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a solarian spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifierSpellcasting Focus
Your Celestial Manifestation acts as a spellcasting focus for your solarian spells. This applies even if infused into a crystal in weapon or armor, however, if in a crystal the object containing it must be on your person to function as a focus.Solarian Path
Upon reaching the 3rd level of Solarian, you choose the discipline you wish to pursue. The path chosen guides how you see and interact with the Whils and what abilities you can unlock. Once made, this choice cannot be changed. Each path has a list of associated spells. You gain access to these spells at the levels specified in the path description. Once you gain access to a path spell, you always have it prepared. Path spells don’t count against the number of spells you can prepare each day. If you gain a path spell that doesn’t appear on the solarian spell list, the spell is nonetheless a solarian spell for you. Descriptions of the paths appear below. You also gain additional special features at 7th, 15th, and 18th levels.Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 14th, 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 13th level you gain an additional use of Extra Attack, allowing you to attack 3 times on your turn when taking the Attack Action.Zenith Revalations
At 9th level you gain insight into two powerful stellar revelations. Choose any two revelations from the zenith revelations list. Zenith revelations are powerful astral revelations that require you to be fully attuned in an astral mode. After using a zenith revelation, your astral mode immediately becomes unattuned. Once chosen, these cannot be changed (speak to your GM for possible ways to alter your choices if you feel it necessary). You learn an additional two Zenith Revelations at level 17.Celestial Paragon
Upon reaching 20th level in Solarian, power flows through your connection to the Celestial Whils making you an embodiment of cosmic forces. When you gain attunement points by choosing to attune or staying attuned to either the Ashlar or Voithan, you instead gain 2 points instead of just 1. You can also manifest your Celestial Manifestation mote around your head even while it is powering Solarian Crystals. As an action when you are fully attuned to either the Ashlar or Voithan, you can exhange all of your points in 1 side and gain an equal number in the opposing side. If you would have more points than are required to be considered fully attuned, you drop the the number of points required to be fully attuned. For Example: If you are fully attuned to the Voithan at 4 Voithan points (as a result of favoring Ashlar revelations) and exchange for Ashlar attunement, then you would only have the base 3 Ashlar Attunement Points. If you performed the opposite action, you would end up with 3 Voithan Attunement Points and would need 1 more to be fully attuned to the Voithan.Solarian Paths
Assassin
Powerful and ruthless attackers, Solarian Assassins have proven to be some of the most fearsome adversaries. These mystics use their connection to the celestial forces to increase their mobility and manipulation of others. Assassins typically favor the Voithan aspect of the Celestial Whils to increase their damage potential. Some of these solarians have become famed Bounty Hunters and Mercenaries. Others work as operatives for religious or covert organizations. Though technically not necessarily evil by nature, the general consesus is that Solarian Assassins draw upon the darker aspects of the Whils regardless of how they use them.Path Spells
By choosing this path you always have these spells prepared and consider them as Solarian spells even if they are not found in the Solarian Spell List. Spells with the asterisk (*) can be found on the New Spells page.Solarian Level | Spells |
---|---|
3rd | Charm Person, Inflict Wounds |
5th | Alter Self, Misty Step |
9th | Lightning Bolt, Psychokinetic Strangulation |
13th | Locate Creature, Magnetic Beam* |
17th | Eclipse Blade*, Modify Memory |
Weapons Knowledge
When you select this path at 3rd level, you have learned to take advantage of a variety of weapon types to suit the jobs you take. You gain proficiency with 3 small arms or longarms of your choice and 2 more martial weapons of your choice. Twice per long rest, when you make an attack roll, you may give yourself a +4 bonus to the attack roll. You make this choice after you have rolled and seen the result, but before you know whether the attack is successful. At 7th level you may use this ability a total number of 3 times per long rest and the bonus increases to +6. At 15th level the number of uses increases to a total of 4 and the bonus to +8.Agile Attacker
At level 7, you know how to strike quickly and effectively while also keeping options open to escape if things go south. Your base walking speed increases by 10ft. When you make a successful attakck, you may use your bonus action to Disengage, allowing you to move without provoking opportunity attacks in most situations.Hunter's Quarry
Beginning at 15th level, your experiences have trained you over time. Once per long rest, as a Bonus Action, you can select a creature within 50ft of you that you can see to mark as your target. For the next minute you have advantage on attack rolls against the creature. This effect ends if the creature falls to 0 hit points. A creature cannot be affected by this again for 24 hours. While a target is marked, you gain advantage on rolls to track them or follow stealthily for 8 hours or until the effect is ended by the creature falling to 0 hit points. While your target is still marked, you may use another Bonus Action to gain the minute benefits again.Aura of Malevolence
When you reach 18th level, your very presence sends chills down the spines of most sentient creatures. You have become so well known for your skills that those who come near you with intent to harm suddenly have second thoughts. When a creature comes within a 20ft radius of you. The first time a creature enters the space or starts its turn there it must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes damage. You have advantage on attacks to creatures fritghtened in this manner.Guardian
Battlefield Bastions, Guardians are defenders of others and powerful fighters. Natural leaders, these celestial paragons inspire those around them to excel in their endeavors and uniting a team. Following the style of leadership where they ask nothing of anyone they would not do themselves, Guardians are often on the front lines right alongside those they command. Guardians can often be found in military units and special forces. Occasionally a Guardian can be found working alongside organizations for protection of its members. Typically, Guardians inspire those around them with their condifence and charm. A few, however, become so focused on their stragtegic pursuits that they trigger immense dread with their calculating and dominating presence.Path Spells
By choosing this path you always have these spells prepared and consider them as Solarian spells even if they are not found in the Solarian Spell List. Spells with the asterisk (*) can be found on the New Spells page.Solarian Level | Spells |
---|---|
3rd | Healing Word, Protection from Evil and Good |
5th | Locate Object, Ward of the Sentinel |
9th | Dispel Magic, Life Transference |
13th | Guided Fortitude*, Staggering Smite |
17th | Dispel Evil and Good, Synaptic Static |
Field Bastion
When you select this path at 3rd level, you gain proficiency in heavy weapons and all martial melee weapons.Ranged Reflexes
At level 7, you've learned to react quickly in defense of others by gaining the ability to throw martial melee weapons even if they do not have the Thrown property. When a hostile creature enters within 20ft of you, you may use your reaction to make a ranged weapon attack with one of your held martial melee weapons. You are considered proficient when making this attack and may use either your Dexterity or Charisma modifier. Whips and weapons with the Heavy property cannot be used to make this attack. Weapons with the Two-Handed property impose disadvantage on the attack roll. Regardless of if the attack hits or misses, you may recall the weapon to your hand via telekinesis with no action required. Should your attack succeed, it has disadvantage on its first attack on the current turn.Guardian's Aura
Beginning at 15th level, your presence can protect your allies. When a creature you can see within 15ft of you would take damage, you may use your reaction to take the damage instead. The amount you take is equal to the damage to be dealt - your solarian level (minimum of 0). This damage does not trigger Concentration checks. This feature does not transfer any other effects that might also be a part of the attack such as conditions and the amount of damage you take cannot be altered in any way.General's Command
When you reach 18th level, once per short rest you may use a Bonus Action to command an ally creature within 40ft that can hear you. This creature can move up to half of its movement speed and make 1 attack or take the help, dodge, or dash action.Inquisitor
Cunning. Confident. Dedicated. Inquisitors do not have patience for the trivial day to day activities most bother with. They believe their calling pushes them to root out those who would oppose them or the design of the Whils. They dedicate themselves to knowing the ways of the universe to extract information and get the results they desire. Though not necessarily evil, inquisitors are generally not looked upon favorably. Either as a result of arrogance and abuse of power, or the simple fear of knowing someone can look into your mind and extract your secrets. Occasionally, some inquisitors have been used in legal or similar law enforcement agencies, though the ethics of such decisions have always been questioned.Path Spells
By choosing this path you always have these spells prepared and consider them as Solarian spells even if they are not found in the Solarian Spell List. Spells with the asterisk (*) can be found on the New Spells page.Solarian Level | Spells |
---|---|
3rd | Cause Fear, Command |
5th | Detect Thoughts, Zone of truth |
9th | Fear, Lightning Bolt |
13th | Locate Creature, Resonant Echo* |
17th | Curse of the Blood Moon*, Enervation |
Trained Mind
When you select this path at 3rd level, you gain a +5 to your passive Insight and passive investigation. You also gain proficiency in Insight and Perception. If you already have either, you may select 1 other proficiency in the Solarian list. Once per long rest, you may grant yourself or a creature you touch a +2 bonus to any Intelligence or Wisdom check, including skills related to those stats. At 9th level, you may use this ability 2 times per long rest and this bonus increases to +4. At 18th level, the number of uses increases to 3 and the bonus to +6.Psionic Gathering
Beginning at 7th level, your training has granted you the ability to pick up on strengths and weaknesses of the creatures around you by probing quickly into their mind. Up to a number of times equal to your Charisma modifier per long rest, you may psychically probe an enemies defense capabilities. When you successfully hit a creature with an attack you may spend a use of this ability to force it to make a Wisdom saving throw against your spell save DC. On a failure you learn one of the following of your choice (should there be no more after this or none the DM will say so):Shielded Mind
At level 15, you have trained yourself to be invisible to the psychic probings of others. You gain resistance to Psychic damage and your mind cannot be sensed by spells such as Detect Thoughts, nor can you be the target or seen by spells such as Scry or other similar spells and abilities. You may willing open yourself to these connections if you so choose. You also have a 30% chance to detect invisbile sensors from such spells like Scry. This is rolled by the DM when applicable, and if detected you are not sure where it is or who the target may be. You simply know of its existance.Psychic Barrier
When you reach 18th level, you can project a defensive field from your own mind. So long as you remain conscious, creatures of your choice within 10ft of you cannot become charmed in any way and have advantage on saving throws that would cause the Frightened condition. Any creature already suffering one of these conditions who enters range still retains the condition, though gain advantage on subsequent saving throws if there are any. Once per short rest, as an action, you can send out a psychic pulse within the field and roll a Charisma saving throw. Compare this throw the the DC of any Charmed, Frightened, and Stunned effects currently suffered by creatures of your choice within the field. If you surpase the saving throw DC, you may choose to end the effect.Juggernaught
DescriptionPath Spells
By choosing this path you always have these spells prepared and consider them as Solarian spells even if they are not found in the Solarian Spell List. Spells with the asterisk (*) can be found on the New Spells page.Solarian Level | Spells |
---|---|
3rd | Absorb Elements, Armor of Agathys |
5th | Crown of Madness, Hold Person |
9th | Call Lightning, Psychokinetic Strangulation* |
13th | Guided Fortitude*, Shadow of Moil |
17th | Eclipse Blade*, Negative Energy Flood |
Battlefield Warrior
When you select this path at 3rd level, you gain proficiency with Heavy Armor and all Martial Weapons.Adept Fighter
At 7th level, you may choose abilities that augment you fighting style further. These are called maneuvers and you learn 1 of your choice at 7th level, and a second upon reaching 15th level. Superiority Dice: You also gain four superiority dice, which are d8s. A superiority die is expended when you use it, and you regain all of your expended superiority dice when you finish a short or long rest. You gain an additional superiority die at 15th level. Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)Maneuvers
Goading AttackWhen you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Hold the Line
Beginning at level 15, you can stop approaching enemies in their tracks. Creatures also provoke an opportunity attack from you when they enter your melee attack reach, and if you hit a creature with an opportunity attack. If the creature is 1 size class larger than you or smaller, it's speed becomes 0 until the end of the current turn. If the creature is larger, it's remaining speed is halved. If you have superiority dice available, you may choose to spend one to add it's result to the attack and damage rolls to any opportunity attacks.Judgement of the Storm
When you reach 18th level, you gain resistance to Lightning damage and your superiority dice become d10s. Twice per long rest, you can cast Call Lightning without using a spell slot or components. It is always cast at it's lowest level when done in this way. When you cast Call Lightning, either from this feature or normally, you and a number of creatures you choose equal to your Solarian level / 4 (minimum 1) are immune to its effects. When you call down lightning after the initial casting, it is considered an Attack Action for you for the purposes of Multiattack, though you can only call down lightning once on your turn in this manner. When casting, you may choose to modify the spell in any of the following ways:Sage
Resolute and wise, Solarian Sages have delved deep into the mysteries of the cosmos. While not the strongest in pure might, anyone who underestimates a Sage does so at their own peril. Sages often harness forms that turn an enemy's strength or attack back against them. These powerful scholars usually dedicate themselves to Diplomacy, Healing, or Technological Research. Others tend to work with religious orders or lead secretive cobals and orders of the mystic arts. Whatever their role, sages offer crucial talents that are widely sought after.Path Spells
By choosing this path you always have these spells prepared and consider them as Solarian spells even if they are not found in the Solarian Spell List. Spells with the asterisk (*) can be found on the New Spells page.Solarian Level | Spells |
---|---|
3rd | Comprehend Languages, Cure Wounds |
5th | Calm Emotions, Synaptic Pulse |
9th | Counterspell, Ethereal Veil* |
13th | Dominate Beast, Hiroth's Conduit* |
17th | Legend Lore, Scrying |
Emissary of the Whils
When you select this path at 3rd level, you can channel your connection to the cosmic forces to grant yourself insight and keep the peace. Once per long or short rest, you can use a bonus action to grant yourself a +5 bonus to Persuasion checks for the next hour Additionally, once per long rest, when you or an ally within 10ft would suffer damage from an attack roll but before you know the amount, you can use your reaction to contest the attack roll. Your roll uses 1d20 + your proficiency bonus + your Charisma modifier. If your result is higher, you reflect the damage back on the attack making it take the damage instead. After you do this, you can use either an action or a bonus action on your next turn, not both, regardless of your abilities or magic items, and you can't make more than one melee or ranged attack during that turn. You gain an additional use of this ability at 10th and 18th levels. Also at 18th level, the range increases to 20ft of you.Cosmic Renewal
At level 7, a number of times per long rest equal to your Charisma mod (minimum 1), you may use a Bonus Action to heal any number of creatures within 20ft of you by 2d4 + your Charisma modifier. These creatures only benefit from the ability if their current HP is less than half their maximum HP.Resilient Soul
Beginning at 15th level, you gain advantage on saving throws to being Charmed, Stunned, and Paralyzed. Once per long rest, you may supress 1 stage of a Disease, Poison, or Exhaustion for 8 hours on a willing creature you touch.Telekinetic Master
When you reach 18th level, you've mastered the art of telekinesis. The Telekinesis spell is always prepared for you and you may cast it innately without using spell slots or any components up to 3 times per long rest. You also have advantage on Concentration checks for this spell, regardless of if cast innately or with a spell slot.Shadow
Silent observers, Solarian Shadows integreate themselves into societies around them and pass along information as well as act as subtle hands to guide or thwart persons and groups they deem necessary. These agents of cosmic forces are powerful and efficient fighters, though they prefer to first remain unseen and rely on combat only if necessary. Using techniques to befuddle the minds and cloud the vision of others, Shadows use their attunement to the cosmic forces to conceal themselves and their allies and strike in the most efficient way possible.Path Spells
By choosing this path you always have these spells prepared and consider them as Solarian spells even if they are not found in the Solarian Spell List. Spells with the asterisk (*) can be found on the New Spells page.Solarian Level | Spells |
---|---|
3rd | Detect Technology*, Disguise Self |
5th | Invisibility, Shadow Glide* |
9th | Cloak in Star and Shadow*, Major Image |
13th | Freedom of Movement, Hallucinatory Terrain |
17th | Ancient's Resilience*, Mislead |
Silent Traveler
When you select this path at 3rd level, once per long rest, you may cast Pass Without Trace without spending a Spell Slot or needing components. It does not require your concentration and lasts for the full duration. The number of uses increases to 2 times per long rest at 11th level.Strike from the Shadows
At level 7, you gain the ability to quickly vanish and reappear. You may effectively cast the Misty Step spell a number of times equal to your Charisma Modifier without using a spell slot. You however do not know the spell itself. After casting, your attack rolls have advantage until the end of your current turn. You regain all spent charges after completing a long rest.Warding Presence
Beginning at 15th level, creatures within 10ft of you have a +1 bonus to saving throws against spells. You also learn the Banishment spell and it counts as a Solarian spell for you, though you must prepare it as normal. If you cast the spell when you are considered unseen, the target has disadvantage on the saving throw. Additionally, the creature has no memory of being banished when it returns.Ethereal Warrior
When you reach 18th level, you have trained yourself to meld and pass through the planes more easily. You learn the Dimension Door spell and it is always considered prepared for you, and you may cast it once per long rest without expending a spell slot. Additionally, when you take the Attack action, you can teleport up to 15 feet after each attack to an unoccupied space you can see.Astral Revelations
1st Level
Black Hole
Alignment: VoithanPrerequisites: None When you’re fully voithan-attuned, as an action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Strength saving throws or be pulled 10 feet toward you or until they are in the nearest empty space to you, whichever is shortest. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Creatures who end up within 5ft of you take Force damage equal to your Solarian Level. Those who are already within 5ft when you trigger this ability take double that amount or none on a successful save. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them.
Supernova
Alignment: AshlarPrerequisites: None When you’re fully ashlar-attuned, as an action, you force all creatures within a 10ft radius sphere of you to make a Dexteirty saving throw and take 2d6 + your Solarian Level in fire damage or half as much on a success. At 9th level, the base damage die increases to 2d8 and you may increase the radius to 15 feet, and at 17th level, the base damage die increases to 2d10 and you may increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them.
2nd Level
You must be a 2nd level Solarian to choose the following revelations.Dark Matter
Alignment: AshlarPrerequisites: None As a bonus action while attuned to the Ashlar, you can draw on the properties of dark matter to increase your density, allowing you to resist physical damage. This benefit lasts for 1 round or until you unattune from the Ashlar. You gain a damage reduction of 2 to all slashing, piercing, and bludgeoning damage. This means you reduce incoming damage by 2 points (to a minimum of 0). This reduction increases to 4 at 7th level, and 8 at 15th level. If fully attuned to the Ashlar, the damage reduction amount is doubled.
Flare
Alignment: AshlarPrerequisites: None As an action, you can create a flash of brilliant light in a 15ft cone, forcing creatures within its area to make a Constitution saving throw and be blinded until the end of its next turn on a failure. Once you’ve used this revelation, you cannot do so again for 5 minutes. Blind or sightless creatures are not affected by this use of this revelation. If you are fully attuned to the Ashlar, you can cause the blindness to last until the end of your next turn instead.
Graviton Adept
Alignment: VoithanPrerequisites: None You have learned how to manipulate subtle grativon fields around yourself. When in Zero-G, you have a fly (hover) speed of 5 ft thus you suffer none of the negative effects of zero-g. If you are attuned to the Voithan, this distance is extended to 10ft.
Impairment Transfer
Alignment: VoithanPrerequisites: None You've learned to transfer negative affects from yourself and allies to your enemies. When transferring from yourself you must first successfully grapple or unarmed strike your target. The same applies when transferring from your allies but you must also be in physical contact with your ally as well as your intended victim. As a action while attuned to the Voithan, which may be the same as the initial grapple or unarmed strike, you can swap the listed conditions and ailments with your target from yourself or from an ally. Alternatively, you may swap a bonus the enemy has to yourself or an ally. You and the target must enter a Charisma contest, and if you are successful, the condition is swapped. To start, you can only transfer small ailments and effects: Deafened, Blinded, Poisoned, and the effects of the Bless and Bane spell. At Solarian level 10, and while you have 2 or more Voithan attunement points, you gain the ability to transfer Frightened, Paralyzed, Stunned conditions as well as effects from the Armor of Agathys, Shadow of Moil, and Cloak in Star and Shadow spells. You can also transfer 1 level of exhaustion or apply 1 stage of a disease to the target and reduce it by a stage for yourself or an ally. You can make yourself or an ally healthy again if you restore them to the "healthy" state.
Jolting Aura
Alignment: VoithanPrerequisites: None Either when choose to attune or at any point while you are attuned to the Voithan you may use a bonus action to activate an electric field around your body. Any melee attacks that hit you deal 1d4 lightning damage to the attacker. When you are fully attuned to the Voithan your weapon attacks also deal 1d4 lightning damage. This affect lasts until the end of your 3rd turn from now. You cannot have this revelation in effect with others that similarly require an action to enter a state of augmentation of your damage. When you reach Solarian level 7 the damage for both adjusts to 1d4 +1d4 per voithan attunement point (max 3) lightning damage.
Stellar Rush
Alignment: AshlarPrerequisites: None While you are attuned to the Ashlar, your walking movement speed increases by 5 ft. When you are fully attuned, your movement does not provoke opportunity attacks and you may use the Dash action as a bonus action. You cannot do so again for 3 rounds.
Invisible Hand
Alignment: UnalignedPrerequisites: None This revelation is neither associated with the Ashlar or the Voithan, and therefore does not add to your count of either side but still counts as part of your total revelations. You can make use of the Mage Hand Cantrip and it is always invisible for you. It is also able to carry up to 80 pounds instead of the normal 10.
6th Level
You must be a 6th level Solarian to choose the following revelations.Essence of Life
Alignment: AshlarPrerequisites: Guardian, Sage, Shadow When fully attuned to the Ashlar, you can use an action to draw forth the essence of life from the cosmos. You form a pool of Hit Points equal to half your Solarian level rounded down + 1d10 + Your Charisma Mod. You can then spread these hit points among up to 5 creatures of your choice within a 10ft radius of you. You cannot use this ability again until after a long rest. At 15th level, the range extends to a 20ft radius.
Fear of the Void
Alignment: VoithanPrerequisites: Inquisitor, Assassin, Juggernaught While attuned to the Voithan you emanate a frightful aura in a 10ft radius around you but does not go around total cover. If a creature becomes frightened of you, while it is in the aura, its speed is 0 and also suffers Psychic damage equal to half your Solarian level rounded down if it starts its turn in the space.
Forced Restraint
Alignment: AshlarPrerequisites: None While attuned to the Ashlar, you can select 1 huge or smaller creature within 30ft of you that you can see and lift them into the air, holding them in place. This affect requires your concentration. The creature must succeed on a Strength saving throw against your spell save DC, though this effect is not considered a spell or magic for the purposes of resistance and advantages. Huge creatures and any creature with a fly (hover) movement have advantage on the saving throw. On a failure, the creature is lifted a few inches of the ground and suffers from the restrained condition, even if it normally would be immune to it. This effect lasts for 1d4 rounds or until you fail a concentration check to maintain it.
Increased Agility
Alignment: AshlarPrerequisites: None As a bonus action, you can tap into the strength of the Whils and jump higher and move faster that others. Functionally, you gain a Fly speed of 40ft until the end of your turn and you must end your turn on a solid surface or you begin to fall. Themetically, this is you jumping incredible distances or heights or moving quickly over terrain where that was not possible. You cannot use this ability again for 1 minute and you are still bound to normal movement restrictions and penalties in situations like zero-g.
Reflection
Alignment: VoithanPrerequisites: None When you are attuned to the Voithan and are targeted by a ranged attack, either from single target attacks or from weapons with the Line or Burst Fire properties, you may use your reaction to attempt to redirect the attack at another target within 40ft. You must make a new attack roll with a -2 penalty against your new target, but it takes the damage you would have recieved, including critical damage. Should your attack miss by rolling 5+ under the AC you fail to redirect the attack and take the damage as normal. For each subsequent attempt made within 10 minutes, you take a cumulative -1 penalty to the attack roll as the strain of repeatedly using your quick reflexes takes its toll. Once you are fully attuned to the Voithan you make the new attack roll without the -2 penatly, though you still suffer any penatlies from multiple uses.
Relentless
Alignment: VoithanPrerequisites: None You recieve brief insights into your enemy's movements when they attempt to flee. Once per round, when you successfully hit a target with an opportunity attack, you may make a second attack on the same target with a -2 penatly.
10th Level
You must be a 10th level Solarian to choose the following revelations.Disarming Grasp
Alignment: VoithanPrerequisites: None As a bonus action you may attempt to disarm 1 creature of your choice within 30ft. Make a Charisma check against the target's Strength check. If you succeed the item or weapon flies out of their hand towards you allowing you to catch it. The target has a +2 bonus if the weapon has the two-handed property. You must have a free hand to catch a weapon or item roughly the size of your palm or larger. You may chose to summon an item from an ally, in which case a willing creature may chose to automatically fail the contest. You can only do this a number of times equal to your Charisma modifier (minimum 1) If you are attuned to the Voithan, you gain a +1 bonus to your check for every Voithan attunement point you have (max 3). You also may inflict 1d8 force damage per Voithan attunement point to the target if they fail the contest before you disarm them.
Resilient Soul
Alignment: AshlarPrerequisites: None Drawing on the energy of the Ashlar, you boost your life force to throw off debilitating effects. Once per 24 hours if you are suffering an affliction (diseases, poisons, or similar) or are cursed (note: not all curses can be ended in this way), you may make a new saving throw. If you succeed, you throw off the effect entirely. While you have 2 or more Ashlar attunement points, you may spend an action to immediately end one of the following affects: Bleed, Burned, Frightened, Stunned, Restrained, Poisoned, Blinded, Deafened. You cannot do so again for another 10 minutes.
Stealth Warp
Alignment: Either Ashlar or Voithan (see below)Prerequisites: Assassin, Inquisitor, Sage, Shadow You learn to bend reality to make you harder to notice. How you align yourself with the Whils determines how you can use this ability. You must choose a side when taking this revelation and it cannot be changed later, nor can you take this revelation multiple times. Ashlar: As a Bonus Action, you blur the form of yourself and 1 ally you touch. You then teleport to a point you see within 30ft of your location you can see and your ally teleports to an unoccupied space of your choice within 5 feet of your destination space. Any affected creature is invisible until it attacks or until the end of its next turn. Once you use this ability you cannot do so again for 1 minute. Voithan: While attuned to the Voithan, you may cast the Fade spell without components or a spell slot, however you return at the start of your next turn rather than the end of the current round. You have advantage on your first attack on the turn you re-appear and add 2x your attack stat mod to the damage instead of just the normal modifier amount. You cannot perform this ability again for 5 minutes.
14th Level
You must be a 14th level Solarian to choose the following revelations.Energy Barrier
Alignment: VoithanPrerequisites: None Once per short rest, you can use an action to drain vitality from up to 5 creatures within 30ft of you. Each creature must make a CON saving throw against your spell save DC and take 3d8 necrotic damage or half as much on a success. You then create a barrier of concentrated gravity along an edge (1 - square / 2 - Hex) that grants half cover along that edge. The barrier has an AC of 12 and HP equal to the total damage you delt to the creatures in your attack. As a Bonus Action on your turn while the barrier exists, you can shift the location of this barrier around your space. If you are attuned to the Voithan, the shield grants full cover.
Keeper of the Peace
Alignment: AshlarPrerequisites: None While attuned to the Ashlar, immediately after an attacker within 20 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw against your spell save DC, though this is not considered magic or a spell for the purpose of advantages. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage. You can only do this a number of times equal to your Charisma modifier per long rest.
Whirlwind Blades
Alignment: VoithanPrerequisites: Guardian, Juggernaught When making attacks against your enemies, you have learned to maximize damage dealt with flowing forceful strikes. Once on your turn when you take the Attack action on your turn with a melee weapon, you can apply the same attack roll to 1 addtional enemy target directly adjacent to it. Resolve the attack as normal on the orginal target. If the original target takes damage and the attack roll would also surpass the AC of the second target, resolve the attack against the second target as if you had made the original attack against it using the same attack roll and damage. If the first target does not take damage, either from a miss or damage reduction, you do nothing to the second target. When fully attuned to the Voithan, you can use this same process but up to 3 enemies that are in consecutive spaces within your melee range. So if the attack misses the second target or the damage is reduced to 0, nothing happens to the 3rd target.
16th Level
You must be a 16th level Solarian to choose the following revelations.Meditative Insight
Alignment: AshlarPrerequisites: None After completing a long rest you may spend 10 minutes meditating to gain insight into the future. Once completed, you may roll three d20s. Save these prediction roll results somewhere for your reference later. Whenever you are a creature within 30ft of you that you can see makes an ability check, saving throw, or attack roll you can susbstitute the actual roll with one of your rolls you have written down. You may do this after seeing the roll but before you know whether it succeeds or not. You can only replace a roll in this manner once per round. Each of your prediction rolls can only be used once. Any unused prediction rolls dissapear when you start a long rest.
Disarming Jolt
Alignment: VoithanPrerequisites: None You can use your action to unleash a 15ft cone of lightning. Creatures within the area make a DC 10 DEX save and take 2d6 lightning damage on a failure or half as much on a success. If they failed, they must also make a DC 10 CON saving throw or drop their weapons and held shields or items. When you are fully attuned to the Voithan, the saving throw DCs are equal to your spell save DC and the lightning damage is increased to 6d6 Lightning damage on a failure, or half as much on a success. Whether used normally or while fully attuned, you can only use this ability only 3 times per long rest.
Zenith Revelations
Light Jump
Alignment: AshlarPrerequisites: Inquisitor, Sage, Shadow When fully Ashlar attuned you may use an action to convert yourself into a radiant form. You move at the speed of light (near instantly for game purposes) to any point you can see within 500ft. You travel as a beam of light and do not leave the material plane, though this movement does not provoke opportunity attacks and cannot be stopped by means that would hamper movement. At 17th level, you can touch up to 2 willing or unconscious creatures of up to 1 size category larger than yourself to also turn into light and take with you as part of the same action.
Radiant Defender
Alignment: AshlarPrerequisites: Assassin, Guardian, Juggernaught When you are fully Ashlar attuned, you may use an action to draw upon the power of the stars to charge your attacks. When you take the attack action when fully Ashlar attuned, you may enter an ancient Stellar fighting stance for 3 rounds or until combat ends, you fall unconscious, or you begin attuning to the Voithan. When wielding melee weapons you may also use them to make ranged attacks (40/80) by launching arcs of radiant energy from your weapons. These ranged attacks do not suffer penalties from hostile creatures being in melee range of you. Your melee attacks deal an additional 2d6 radiant damage and your weapons ranged crescents deal 3d8 radiant damage.
Solar Champion
Alignment: AshlarPrerequisites: None When you are fully attuned to the Ashlar, you may use an action to unleash a wave of radiant energy from yourself to bolster your allies. You and any creatures of your choice within 10ft have a +1 bonus to Attack Rolls, Saving Throws and Ability Checks for the next minute. The creatures must stay within range to keep the bonus. At 17th level, the range extends to 20ft, the bonus to +2, and the duration for 1 hour.
Spacial Rend
Alignment: VoithanPrerequisites: Inquisitor, Sage, Shadow When you are fully voithan-attuned, you can use an action to form 2 rifts in space. 1 opening must be adjacent to you while the other can be at any point you can see within (100 + 10 x your Solarian level) feet away. You and any large or smaller creatures that you designate can enter and use the rifts to travel between the 2 points. When specifying who can enter the rifts, it can be generic such as "all creatures", "my crew", down to "only draconians" or "only myself and Captain Tve'k" This travel is considered travel through the Ethereal plane. Entering the rift instantaneously transports the creature to the other opening without using any movement. The rifts remain open for 2d4+2 rounds. At 17th level you can create a total of 3 rifts. When entering, the creature decides which other rift to exit out of. You also gaing the ability when openning the rifts to open one in a large or smaller creature's space and force them into it and exit a rift of your choosing. The target creature must succeed on a DEX save against your spell save DC or they fall into the rift and appear outside the rift of your choosing. This does not give them access to the rifts on subsequent turns unless you explicitly give them access to them.
Ulimited Power
Alignment: VoithanPrerequisites: 17th level When fully attuned to the Voithan, you can use an action to calldown a devastating assault of energy upon an area up to 100ft away with a 30ft radius and 60ft tall cylinder. For the next 3 rounds the area is bombarded by lightning and turbulent winds. Creatures that enter the space or start their turn there must make a DEX save against your spell save DC and take 3d4 x 10 lightning damage and fall prone or half as much on a success without falling prone. Creatures have disadvantage on Concentration checks when in this area. You are immune to the effects of this revelation so can safely travel through this space as normal. You can only use this revelation once per 48 hours.
Voithquake
Alignment: VoithanPrerequisites: Assassin, Guardian, Juggernaught When you are fully voithan-attuned, you can use an action to unleash a wave of gravitons away from you. As an action, all creatures within a 30ft cone of you must make a STR saving throw against your spellsave DC and take 3d6 Force damage, be pushed 15ft away and fall prone on a failure or half damage and no other affect on a success. If a creature that is moved hits a solid object like a wall, it takes 2d4 bludgeoning damage as well. At 17th level the range increases to 60ft, the damage increases to 6d6 force damage and 4d4 bludgeoning.
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