Sternritter, Fighter
The Sternritter are a reclusive order of knights found only in the Aurelian Empire. Though their original order was said to have been made up of astromancers who sought to marry the science of astronomy with martial prowess, over time they split from the traditional school of astromancy and evolved into the secretive order of scholar-knights who descend upon the battlefield in a halo of celestial light and flashing steel.
Some of your powers expend the Starlight Infusion die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Starlight Infusion dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Starlight Infusion die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Starlight Infusion dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Starlight Infusion dice.
On a successful hit, the target must succeed on a Constitution saving throw or be blinded until the start of its next turn.
Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Starlight Infusion die to take it again.
At the start of your next turn, the halo expands as the starlight streams forth unfettered, dealing an additional 6d6 force damage within a 40-foot radius sphere centered on yourself and requiring another Constitution saving throw from hostile creatures in the area, dealing half damage on a success. After the halo expands you regain expended uses of your Starlight Infusion die up to your intelligence modifier.
Once you use this feature, you cannot use it again until you finish a long rest.
Sternritter Spell Attack Modifier and Spell Save DC
Some Sternritter abilities require a spell attack roll or a saving throw. Your spell modifier and spell save DC are determined by the following:Sternritter Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Starlight Infusion
When you choose this subclass at 3rd level, as part of your long rest you meditate on the patterns in the stars, drawing their power to you in the form of glimmering Starlight motes. These motes are represented by Starlight Infusion dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various powers you have, which are detailed below.Some of your powers expend the Starlight Infusion die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Starlight Infusion dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Starlight Infusion die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Starlight Infusion dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).
The powers below use your Starlight Infusion dice.
Gossamer Winds
You can expend a Starlight Infusion dice to take the dash, disengage, or dodge action as a bonus action on your turn.Astral Ward
When you would take damage, you can use your reaction to expend one Starlight Infusion die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a shield of twinkling light to protect yourself.Stellar Flare
Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it, you can expend one Starlight Infusion die, rolling it and dealing additional radiant damage to the target equal to the number rolled plus your Intelligence modifier.Improved Starlight Infusion
At 7th level, you have learned new ways to use the wellspring of starlight within yourself.Walk Among the Stars
As a bonus action, you can momentarily join the celestial bodies in the sky. You gain a flying speed equal to your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend two Starlight Infusion dice to take it again.Liminality
When you would be reduced to 0 hit points but not killed outright, you can use your reaction to roll and expend any number of Starlight Infusion dice. You instead fall to 1 hitpoint and gain temporary hit points equal to the sum of all Starlight Infusion dice rolled plus your Intelligence modifier. Once you take this reaction, you can’t do so again until you finish a short or long rest, unless you expend a Starlight Infusion dice to take it again.Celestial Cascade
At 10th level, you can expend a Starlight Infusion dice and gain a new attack option that you can use with the Attack action. You must be wielding a weapon to use this attack and you can replace one of the attacks you make with the Attack action with it. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Intelligence modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d8.On a successful hit, the target must succeed on a Constitution saving throw or be blinded until the start of its next turn.
Constellation Burst
At 15th level, immediately after you hit a target with your Celestial Cascade and deal damage to it, you can then choose to direct the same attack at another target within 30 feet, using the first target as the point of origin. Make a spell attack roll. If the attack would also hit the next target(s), you can repeat this process up to a number of creatures equal to your Intelligence modifier, dealing the same amount of radiant damage from the Stellar Flare to each creature on a successful hit.Once you use this feature, you can't do so again until you finish a long rest, unless you expend a Starlight Infusion die to take it again.
Stella Nova
At 18th level, your mastery over starlight allows you to call upon it for the purpose of destroying your enemies. When a creature that you can see within 30 ft of you makes an attack roll against you, you can use your reaction to emit a halo of blinding light around yourself. Any hostile creatures within 30-feet of you when you emit this light must make a Constitution saving throw or take 6d6 radiant damage and be blinded until the end of their next turn. On a failed save, a creature takes half damage and is not blinded.At the start of your next turn, the halo expands as the starlight streams forth unfettered, dealing an additional 6d6 force damage within a 40-foot radius sphere centered on yourself and requiring another Constitution saving throw from hostile creatures in the area, dealing half damage on a success. After the halo expands you regain expended uses of your Starlight Infusion die up to your intelligence modifier.
Once you use this feature, you cannot use it again until you finish a long rest.
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