Homebrew:Stargazer: Difference between revisions

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[[file:dark trapper.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the Dark Trapper subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|ranger|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|ranger|blockquotestyle=width:100%}}
Blood magic is often banned for a reason. Dark Trappers tap into the primordial magic that binds creatures to the world they live in. You have learned the shape of reality, and can use it to force creatures to stay in a location, send pulsing waves of damage through their blood, and harness the energy your prey provides to keep yourself alive longer.
Staring up at the night sky, one’s thoughts may drift to the vast unknown of the cosmos; an infinitely expansive sea of darkness speckled with inconceivably hot stars and unforgivingly harsh planets. While the starry heavens might seem absolutely foreign and unknowable, the Stargazer finds comfort and guidance from them. They learn more about their current location by looking at the constellations than they would from seeing a map.


== Dark Tether ==
== Stargazer Magic ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You can temporarily restrict the movement of your prey. As an action, you can choose one point you can see within 60 feet of you. Choose a number of creatures up to your Wisdom modifier (minimum of one) within 10 feet of that point. Each of these creatures must succeed on a Wisdom saving throw or else be tethered to that point.
You learn an additional spell when you reach certain levels in this class, as shown in the Stargazer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.


While tethered in this way, the creature can’t move further from that point in any direction, although it can move closer. These tethers last for 1 minute or until you dismiss them as a bonus action. A tethered creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
{| class="wikitable"
|+ Stargazer Spells
!Ranger Level !! Spell
|-
|3rd || ''[[spell:chromatic-orb|chromatic orb]]''
|-
|5th || ''[[spell:moonbeam|moonbeam]]''
|-
|9th || ''[[spell:hunger-of-hadar|hunger of hadar]]''
|-
|13th || ''[[spell:dimension-door|dimension door]]''
|-
|17th || ''[[spell:flame-strike|flame strike]]''
|}


While a creature is tethered, it takes 1d4 psychic damage at the beginning of each of its turns, and it can’t take reactions. If the creature dies, its tether vanishes.
== Astronavigation ==
''3rd-level {{PAGENAME}} feature''
 
You gain proficiency with [[equipment:cartographers-tools|cartographer's tools]] and [[equipment:navigators-tools|navigator's tools]]. While you have a clear vision of any cosmic bodies (such as stars, moons, or planets), you always know your location in the Material Plane and what time of year it is. This feature does not work if you are not on the planet or plane of your origin, though you can spend 8 hours studying the night sky to reorient yourself on new planets or planes in this way.
 
Further, you have advantage on saving throws against being blinded, and dim light does not impose disadvantage on your Wisdom ({{perception}}) checks.
 
== Zenith Strike ==
''3rd-level {{PAGENAME}} feature''


You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.
You gain the power to imbue a weapon with cosmic light. As a bonus action, you may raise a weapon directly overhead to empower it. The weapon sheds bright light in a 10-foot radius, and the next hit with an attack with this weapon on your turn deals an additional 1d6 radiant damage. At 11th level, the additional radiant damage increases to 2d6.


== Uncanny Strikes ==
== Starburst ==
''7th-level {{PAGENAME}} feature''
''7th-level {{PAGENAME}} feature''


You can use your tethers to inflict more injury on your quarry. You have advantage on attack rolls against creatures in your dark tethers. When you hit a tethered creature with a weapon attack, that creature takes an extra 1d8 psychic damage. You can deal this extra damage only once each turn.
As a reaction, when you take damage, you can use your reaction to emit a burst of blinding light with a 15-foot-radius sphere centered on you. Any creatures within that sphere that can see the light must succeed on a Constitution saving throw or become blinded until the end of your next turn. You can choose a number of creatures equal to your Wisdom modifier, and those creatures automatically succeed on the saving throw.
 
Once you use this feature, you can’t use it again until you finish a short or long rest, or unless you expend a ranger spell slot of 2nd-level or higher to do so again.


== Blood Bound ==
== Guiding Light ==
''11th-level {{PAGENAME}} feature''
''11th-level {{PAGENAME}} feature''


You gain the ability to spread damage even outside of your tethers. Once per turn, when you hit a creature that is within 5 feet of another creature with a weapon attack, you can choose to force the second creature to make a Dexterity saving throw. On a failure, the second creature takes half the damage you dealt to the first creature.
Whenever you hit a creature with a 19 or 20 on an attack roll, you can choose to cause the creature to emanate bright sunlight until the start of your next turn. An affected creature sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Any creature or object within the bright light can’t benefit from being invisible, and the next attack made against the glowing creature has advantage while it is illuminated.


== Deadfall ==
== Cosmic Retribution ==
''15th-level {{PAGENAME}} feature''
''15th-level {{PAGENAME}} feature''


You learn to drain the life force of your prey more effectively and repurpose it. When you deal damage with your Blood Bound ability, you can gain temporary hit points equal to half of the damage dealt with your weapon attack.
When a hostile creature damages you, you may cast a ranger spell as a reaction. The spell must normally have a casting time of 1 action.


[[category:homebrew ranger subclasses]]
[[category:homebrew ranger subclasses]]

Latest revision as of 18:30, 26 July 2025

(OOC: This is an implementation of the Stargazer subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Ranger

Staring up at the night sky, one’s thoughts may drift to the vast unknown of the cosmos; an infinitely expansive sea of darkness speckled with inconceivably hot stars and unforgivingly harsh planets. While the starry heavens might seem absolutely foreign and unknowable, the Stargazer finds comfort and guidance from them. They learn more about their current location by looking at the constellations than they would from seeing a map.

Stargazer Magic

3rd-level Stargazer feature

You learn an additional spell when you reach certain levels in this class, as shown in the Stargazer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Stargazer Spells
Ranger Level Spell
3rd chromatic orb
5th moonbeam
9th hunger of hadar
13th dimension door
17th flame strike

Astronavigation

3rd-level Stargazer feature

You gain proficiency with cartographer's tools and navigator's tools. While you have a clear vision of any cosmic bodies (such as stars, moons, or planets), you always know your location in the Material Plane and what time of year it is. This feature does not work if you are not on the planet or plane of your origin, though you can spend 8 hours studying the night sky to reorient yourself on new planets or planes in this way.

Further, you have advantage on saving throws against being blinded, and dim light does not impose disadvantage on your Wisdom (PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.) checks.

Zenith Strike

3rd-level Stargazer feature

You gain the power to imbue a weapon with cosmic light. As a bonus action, you may raise a weapon directly overhead to empower it. The weapon sheds bright light in a 10-foot radius, and the next hit with an attack with this weapon on your turn deals an additional 1d6 radiant damage. At 11th level, the additional radiant damage increases to 2d6.

Starburst

7th-level Stargazer feature

As a reaction, when you take damage, you can use your reaction to emit a burst of blinding light with a 15-foot-radius sphere centered on you. Any creatures within that sphere that can see the light must succeed on a Constitution saving throw or become blinded until the end of your next turn. You can choose a number of creatures equal to your Wisdom modifier, and those creatures automatically succeed on the saving throw.

Once you use this feature, you can’t use it again until you finish a short or long rest, or unless you expend a ranger spell slot of 2nd-level or higher to do so again.

Guiding Light

11th-level Stargazer feature

Whenever you hit a creature with a 19 or 20 on an attack roll, you can choose to cause the creature to emanate bright sunlight until the start of your next turn. An affected creature sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Any creature or object within the bright light can’t benefit from being invisible, and the next attack made against the glowing creature has advantage while it is illuminated.

Cosmic Retribution

15th-level Stargazer feature

When a hostile creature damages you, you may cast a ranger spell as a reaction. The spell must normally have a casting time of 1 action.