Star Warriors

**This class of magic user began when Wizards and Sourcerers became interested in astronomy, all of their abilities are inspired by and powered by the various astral bodies, members of the Star Warrior class will have a general knowledge of visible stars and planets, and will have advantage or proficiency (player choice) on rolls for such knowledge.**

#### This class is still a WIP, **If you are a sailor moon fan and have ideas of how to improve this sailor moon (and kind of accidentally DBZ) inspired class to be more accurate/balanced, please feel free to shoot me a message! ~~(as I am simply re-flavoring Sailor Moons abilities into a D&D class)~~**

Side note: other celestial bodies are also a WIP.

Celestial Body Table

• Hit Dice: 1D12 per level in Star Warrior.

Hit points at 1st level: 12 + your constitution modifier.

Hit points when leveling up: 1D12 (or 7) + your Constitution modifier.

• Proficiencies

Armor: Unarmored, Medium armor.

Weapons: Unarmed, Polearms, Longswords, martial weapons or simple weapons

Saving Throws: Strength, Wisdom or Intelligence,

Skills: Choose three: Acrobatics, Arcana, Athletics, History Insight, Intimidation, Nature, Persuasion, Survival

• Starting Equipment:

1. A quarterstaff or mace, or any simple or martial weapon depending on chosen proficiency

2. Loose fitting clothes and [optional] leather armor

3. Celestial Focus (Wand, bracelet, etc.)

4. A scholar’s pack or an explorers pack

• Fighting style:

Star Warriors fight using various forms of martial arts (this is mostly just for flavor, but may grant bonuses at your dm's discretion), when you choose your celestial planet, you may also choose any martial art as your fighting style

• Transformation

At level 1 Star Warriors gain the ability to transform from their daily wear into their combat wear, so long as they possess their celestial focus, they may also summon other articles of clothing as a disguise.

At 5th level, You gain the ability of flight, you may fly a total number of hours equal to your proficiency bonus (minimum 1) per long rest. You may have illusory wings or another effect in a design of your choice that appear when you fly or no visual effect. Your fly speed is half your normal movement speed. At level 8, you have a better sense of how to fly, your fly speed is the same as your normal movement speed and you may fly as much as any bird or bird race. At level 15 you may fly at normal speed wearing medium armor and half speed in heavy armor. At level 17 you may choose to between: doubling your flight speed, **or** rolling attacks and dexterity saving throws at advantage a number of times equal to your proficiency bonus.

**If you already posses the ability of flight**, your flight speed increases an amount equal to half of your normal flight speed. You may have your wings appear to change magically during flight or another visual effect, or no visual effect at all. At level 8, you've gotten good at flying with your increased speed, you may are able to fly at full speed wearing medium armor and half speed in heavy armor. At level 15 you may choose to roll attacks or Dexterity saving throws while flying at advantage equal to your proficiency bonus per long rest. at level 17, your flight speed doubles (example: base fly spd 40, +20 at 5th level is 60, at level 17, double 60) if you have a visual effect, you may change it to reflect the increase in speed, and at 20th level you .

• At level 1, Star Warriors receive the cantrip Celestial Blast, This cantrip requires the celestial focus, with a range of 60-120 feet the user fires 4 orbs of celestial energy on a hit, the spell deals 1D6 Force damage per orb.

When you reach higher levels, the spell creates more orbs: 6 at level 5, 8 at level 10, and 12 at level 15. The additional orbs may be cast at the same target or different targets.

With partial cover, 1/4 of the orbs will be blocked, with half cover, 1/2 of orbs will be blocked, the orbs will damage/destroy most cover depending on material, see the material chart to determine how many orbs it will take to destroy the cover in question. At level 2 the damage type may change based on which celestial body is chosen, the appearance will also change to resemble that of your chosen celestial body.

At 20th level instead of multiple orbs, the user may create one powerful moon/meteor-like orb with a 40 foot radius, creatures in the affected area must make a strength saving throw, on hit this orb deals 8D20 Damage (type determined by chosen celestial body) or half as much on a successful save. Creatures in the Area Of Effect have no benefits from any amount of normal cover as said cover will be destroyed, certain kinds of cover can block or negate this attack.

• Supersonic Pulse: at level 2, when a star warriors health is at or below 25%, as a reaction, they may choose to produce a sonic pulse originating from them in a 10 foot radius, dealing 1D6 force damage and pushing creatures in the affected area back 10 feet, creatures in the affected area may choose to make a saving throw to reduce damage (con save) or reduce the distance they are pushed (str save). A star warrior may also choose to do this for their allies when their allies health becomes at or below 25%.

This abilities AOE and damage increases by 1d6 and 5 feet when you reach 3rd level (2d6, 15 ft) 5th level (3d6, 20 ft), 10th level (4d6, 25 ft) and 15th level (5d6, 30 ft).

• Moon Flash: Upon reaching level 3 all Star Warriors gain access to the first level spell Moon Flash, this spell is a ranged attack that may only be be used in the moon light, it allows the user to use their celestial focus to gather moonlight and focus it into a beam, the range of this beam is 60 feet and has a diameter of 1 foot, they may cast this beam from their celestial focus or from a weapon they may be wielding, different weapons alter the damage type (slashing radiant, piercing radiant, etc.) the beam deals 2D8 Radiant Damage, this spell may be held for multiple turns increasing the damage by 1D8 per turn for a max  8D8 Radiant damage, they must be careful though, when held past 4D8 the user will begin to be burned by the excess radiant energy each turn they hold it, 5D8 = 1D4 self damage, 6D8 = 2D4 self damage, 7D8 = 1D6, and a dc12 constitution saving throw to prevent dropping their weapon, upon reaching 8D8 the spell will immediately discharge in the direction of the desired enemy, and the user will be pushed back 5 feet.

At 20th level, you know how to channel the energy from the moonlight to avoid taking damage at a full charge, and you may cast Moon Flash instantly at max damage a number of times equal to your proficiency modifier without causing self damage.

• Sun Flash: Upon reaching 10th level, Star Warriors gain access to the 5th level spell Sun Flash, This spell works identically to Moon Flash, it is a ranged attack that may only be used in the sunlight, with a range of 80 feet that fires a 2 foot diameter beam that deals 2D12 Radiant damage, and similarly to Moon Flash, is able to be charged, to a max of 160 foot range, 10 foot diameter, 10D12, beyond 5d12 the user is burned by radiant damage, 6d12 = 1d6, 7d12 = 2d6, 8d12 = 2d6 + DC 15 constitution save to avoid dropping their focus or weapon, 9d12 = 3d6 + DC15 con save, 10d12 = 1d6 and the attack is immediately discharged at the desired enemy and the user will be pushed back 20 feet

At 20th level, you know how to channel the energy from the sunlight to avoid taking damage at a full charge, and you may cast Sun Flash instantly at max damage a number of times equal to your proficiency bonus without causing self damage.

• Celestial Healing: As an action on one of their turns, a Star Warrior may use this ability to heal 1d6 hit points and remove a negative effect from one ally: Charmed, frightened, stunned, enfeeblement. This ability may only be used in the moonlight, and may be used an amount of times equal to your proficiency bonus (minimum 1) and any uses are restored after a long rest. At level 17 this ability heals 1D8, may remove two negative effects, and may be used when not in moonlight equal to proficiency bonus, at level 20 the ability heals 1D12 hitpoints, may heal 3 effects, may be used equal to double your proficiency bonus per long rest), and may be used as a bonus action.

Celestial Aura Focus: at 5th level, Star Warriors gain the ability to focus the energy of their chosen celestial body into their weapon with their celestial focus, dealing damage based on their chosen celestial body. See the celestial body table.