Homebrew:Stargazer: Difference between revisions
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''3rd-level {{PAGENAME}} feature'' | ''3rd-level {{PAGENAME}} feature'' | ||
You gain proficiency with | 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 ( | Further, you have advantage on saving throws against being blinded, and dim light does not impose disadvantage on your Wisdom ({{perception}}) checks. | ||
== Zenith Strike == | == Zenith Strike == |
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.
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 (Perception Wisdom (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.