(W.I.P) The Celestial Arbiter is a fighter that must have the strength and intellegence to wield the power of the Cosmos; those born under the Constellation of the Citadel are typically Solar Wardens, those born under the constilation of The Watcher are typcaly Star Sentinals, those born under the constilation of The Fury typcaly are Lunar Ravagers. Each astral path can alter the battlefield in different ways. All though most choose to come together in the most populated areas, You can find a far amount traveling the world, Helping those I need. The greatest known Astral warrior is Lysandra Stargiver.
hit dice:
1d10
hit points at 1st level:
10+ your Constitution
hit points at higher levels:
1d10 + Constitution after level one
armor proficiencies:
Light, Medium, and Heavy Armour
weapon proficiencies:
Simple and Martial Weapons
tools:
saving throws:
Constitution and Intelligence
skills:
Choose two from Arcana, Insight, History, Survival, Athletics, Acrobatics, Intimidation, Investigation
starting equipment:
1 Longsword & shield or greatsword
Leather or chainmail
Light crossbow and bolts x20 or shortbow and arrows x20
Arcane focus
Explores pack or Dungeoneer pack
spellcasting:
Level | Spell Level | Spell Known | Spell Slots |
2nd |
1st |
2 |
1 |
3rd |
2nd |
3 |
2 |
4th |
2nd |
4 |
2 |
5th |
3rd |
5 |
2 |
6th |
3rd |
6 |
2 |
7th |
4th |
7 |
2 |
8th |
4th |
8 |
2 |
9th |
5th |
9 |
2 |
10th |
5th |
10 |
2 |
11th |
5th |
11 |
3 |
12th |
5th |
11 |
3 |
13th |
5th |
12 |
3 |
14th |
5th |
12 |
4 |
15th |
5th |
13 |
4 |
16th |
5th |
13 |
4 |
17th |
5th |
14 |
5 |
18th |
5th |
14 |
5 |
19th |
5th |
15 |
5 |
20th |
5th |
15 |
5 |
class features:
Celestial Arbiter
- Celestial Calculation: You may use your Intelligence modifier rather than your Strength or Dexterity modifiers for determining a hit or damage roll calculation.
- Stellar Jump: After scoring a hit with a weapon attack, you may use your bonus action to teleport to an unoccupied space next to another creature within ten feet of you.
Level 2
- Astral Path: The Celestial Arbiter, once he has mastered his craft, may select one of the following Astral Paths: Astromancer, Galactic Sentinel, or Celestial Avenger.
- Fighting Style: You may select a fighting style from among the following list; Defensive Fighting, Dueling, Great-Weapon Fighting, Interception, Protection, Superior Technique, Two Weapon Fighting, Unarmed Fighting. Please see the Fighter class for more information about each of these fighting styles.
- Cosmic Infusion: The Celetial Arbiter may infuse their weapon with either Solar (Fire), Umbral (Cold), Spatial (Force), or Void (Necrotic) damage. A damage roll may add 1d6 of the chosen damage type. This feature will be improved at 6th, 9th, and 13th level.
Level 3
- Improved Stellar Jump: You may use the Stellar Jump feature to teleport to a creature you can see within 15 feet.
Level 4
- Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
- Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
- Replace a fighting style you know with another fighting style available to fighters.
- If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Level 5
- Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 6
- Evolving Infusion: The Arbiter's Infusion type begins to change as he becomes stronger along his path. The selected Cosmic Infusion type will now grant an effect based on the type chosen. Solar damage forces the creature to succeed a Constitution saving throw, or be lit aflame for 1d4 fire damage for three rounds. Umbral damage forces the creature to succeed a Constitution saving throw, or have their movement speed reduced by half. Spatial damage forces the creature to succeed a Constitution saving throw, or be knocked back five feet, and knocked prone. Void damage forces the creature to succeed a Constitution saving throw, or be unable to regain health points for 1d4 rounds. (Dice Check is determined by 8+Intelligence modifier+proficiency modifier.)
Level 7
- Temporal Winds: As an action, you are able to interact with the Cosmos to grant yourself the Haste condition for three rounds, after this one.
Level 8
- Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
- Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Replace a fighting style you know with another fighting style available to fighters.
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Level 9
- Improved Stellar Jump: You may use the Stellar Jump feature to teleport to a creature you can see within 25 feet.
- Upgraded Infusion: As the Celestial Arbiter masters his craft, his infusions double; the Arbiter may select a second damage type from the Cosmic Infusion list. In addition, you may use the Evolved Infusion feature for one of the two damage types chosen.
Level 10
- Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
- Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Replace a fighting style you know with another fighting style available to fighters.
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Level 11
- Astral Winds: You may use the Temporal Winds feature to grant yourself and one creature you can see within 30 feet of you the Haste condition for five rounds.
Level 12
- Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
- Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Replace a fighting style you know with another fighting style available to fighters.
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Level 13
- Galactic Infusion: The Celestial Arbiter has realized his full potential with the Infusions he has chosen. You may now add both Evolved Infusion effects to your melee attacks.
- Void Jump: You may now use your Stellar Jump feature to jump an additional time after you attack another creature. You may use this feature after each attack.
Level 16
- Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
- Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Replace a fighting style you know with another fighting style available to fighters.
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Level 17
- Stellar Pulse: You may use an action to push any number of creatures you can see within 5 feet of you away from you by 10 feet. You may instead use this feature as a bonus action to push any number of creatures you can see within 5 feet of you away from you by 5 feet.
Level 18
- Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.Ability Score Improvement: When you reach 4th level, and again at 8th, 10th, 12th, and 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
- Martial Versatility (Optional) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Replace a fighting style you know with another fighting style available to fighters.
If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.
Level 20
- Starborne: The Celestial Arbiter has at last come to the end of his journey, and has become a celestial body of his own right. Your Intelligence and Constitution scores increase by 4. Your maximum for those scores is now 24.
subclass options:
Celestial Arbiter: Astral Paths
Astromancer
Level 2
- Nebula Blast: You may use an attack action to cast Eldritch Blast. The damage type you deal is determined by your Cosmic Infusion choice.
- Celestial Tome: The astromancer begins his journey with a celestial tome, a spellbook that allows the astromancer to cast spells. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the astromancer spell list, they are nonetheless astromancer spells for you.
- Cosmic Pact:
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.
Spell Slots
The Astromancer table shows how many spell slots you have to cast your astromancer spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 2nd level, you know two 1st-level spells of your choice from the astromancer spell list.
The Spells Known column of the Astromancer table shows when you learn more astromancer spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new astromancer spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the astromancer spells you know and replace it with another spell from the astromancer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your astromancer spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a astromancer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your astromancer spells.
Level 5
- Galactic Empowerment: Once per day as an action, the astromancer may upcast their spell level above their normal spell level. For example, if the astromancer casts a 1st level spell, Galactic Empowerment will allow him to cast the spell at level 2 instead.
- Nebula Blast Improvement: You may add your Intelligence modifier to the damage roll of the Nebula Blast feature.
Level 8
- Arcane Proficiency: You may add your proficiency bonus to your spell attack calculations.
- Tome of the Cosmos: You may add another three cantrips to your Celestial Tome, following the same conditions previously used.
Level 11
- Heavenly Splinter: Your Nebula Blast feature can be used to shatter itself into seven darts, that each deal 1d4+1 damage to any target you can see within 60 feet. You may select new targets for each dart.
Level 14
- Tome of the Stars: You may boost your maximum spell slots used per day by one.
Level 17
- Solar Flare: You have resistance to the damage type you selected as your Cosmic Infusion, and when you cast a spell that does the damage type selected, you may add your Intelligence modifier to the damage done by that type.
Level 19
- Supernova: Once per long rest, you may use the Nebula Blast feature to target in a line in front of you up to 60 feet in length and 10 feet in width, dealing 4d10 damage instead of 1d10. You are knocked back 15 feet, and cannot use this feature again for two days.
Galactic Sentinel
Level 2
- Solar Armour: You receive a set of heavy plated armor whose AC is 13+your Intelligence modifier.
- Astral Die: Starting at 2nd level, you recieve a pool of Astral Dice equal to your Intelligence modifier. This die is a 1d6, and improves at 8th, 11th, and 17th levels. You may use this die to inflict additional damage, or reduce damage taken by the roll. You may only use one die while using this feature.
- Star Strike: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can spend Astral Die to deal your Cosmic Infusion damage to the target, in addition to the weapon's damage.
- Umbral Grit: When you receive damage from a source, you may spend up to one Astral Die to reduce the damage by the roll.
Level 5
- Star Strike Improvement: You may use your Star Strike feature to expend up to two Astral Die.
- Umbral Grit Improvement: You may use your Umbral Grit feature to expend up to two Astral Die.
- Planar Knowledge: You have advantage on Wisdom (Survival) checks to track Aberrations, Celestials, Fiends, and Elementals.
Level 8
- Astral Die Improvement: Your Astral Die increase from a 1d6 to a 1d8.
- Aura of Brilliance: You may add +2 to the attack rolls of creatures you can see within 30 feet of you.
Level 11
- Chronostasis: Once per day as an action, you may spend half your astral die pool to freeze a number of creatures equal to your proficiency modifier in place for a number of rounds equal to the result of one Astral Die.
- Astral Die Improvement: Your Astral Die increases from 1d8 to 1d10. In addition, you may add another two Astral Dice to your pool.
Level 14
- Stellar Strike: Your Star Strike may now add any number of Astral Die to the damage roll.
- Umbral Shroud: Your Umbral Grit may now add any number of Astral Die to the damage prevented.
- Starlit Response: Whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Intelligence modifier Spatial damage to the creature that forced the saving throw.
Level 17
- Astral Die Improvement: Your Astral Die increase from a 1d10 to a 1d12. In addition, you may add yet another 2 Astral Dice to your pool.
Level 19
- Black Hole: Starting at 19th level, you may use your action and bonus action to manifest a miniature black hole where you are. Up to six creatures you can see must make a Strength Saving Throw (DC 8+Intelligence modifier+proficiency modifier). Targets who fail the Saving Throw will take 8d6 Umbral damage, are pulled to the center of the black hole, and are knocked prone while those who succeed take only half the damage.
Celestial Avenger
Level 2
- Warrior Spirit: Starting at 2nd level, you receive a number of Spirit Points equal to your Intelligence modifier. You may spend these points to enter stances.
- Astral Stances: You may spend a Spirit Point to take on one of the following stances; Comet Stance allows you to spend a bonus action to charge an enemy within 30 feet in front of you in a line. If you make contact with the target, they must succeed a Strength (Athletics) or Dexterity (Acrobatics) check, or be knocked prone. Lunar Stance boosts your Armor Class by +2.
- Void Rejuvenation: When an enemy you have hit this round falls to 0 HP, you may spend a Spirit Point to gain 2 Temporary Health points.
Level 5
- Luminous Stance: As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn.
- Stance Improvement: Your Comet Stance deals an additional 1d6 Spatial damage, and your Lunar Stance boosts your AC by +3.
Level 8
- Empowered Soul: You gain another 3 Spirit Points. In addition, you may use any number of Spirit Points to allow you to move an additional five feet per Point spent.
- Brutal Stance: When you enter this stance, your weapon attacks score a critical hit on a roll of 19 or 20.
- Nova Stance: When you enter this stance, you gain an additional +4 to your damage.
Level 11
- Astral Stance Improvement: Your Comet Stance may now hit multiple targets in a line of 45 feet in front of you. Your Lunar Stance boosts your AC by +4.
- Temporal Awareness: When you make an attack roll, you can use three Spirit Points to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Level 14
- Stance Infusion: Your Astral Stances begin to intertwine as you grow more comfortable with them. You may spend one Spirit Point to enter two stances instead of one.
Level 17
- Meteor Swarm: If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Level 20
- Archon Defiance: As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:
-You have resistance to all damage.
-When you take the Attack action on your turn, you can make one additional attack as part of that action.
-Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
Level | XP | Abilities |
---|
1 | 0 | Fighting Style, Cosmic Dice, Cosmic Infusion |
2 | 300 | Cosmic Surge |
3 | 900 | Astral Warrior Archetype, Subclass Features |
4 | 2,700 | Ability Score Improvement, Martial Versatility |
5 | 6,500 | Extra Attack |
6 | 14,000 | Cosmic Dice Improvement |
7 | 23,000 | Cosmic Influence, Subclass Features |
8 | 34,000 | Ability Score Improvement, Martial Versatility, Cosmic Dice Improvement |
9 | 48,000 | Cosmic Aura |
10 | 64,000 | Ability Score Improvement, Martial Versatility, Subclass Features |
11 | 85,000 | |
12 | 100,000 | Ability Score Improvement, Martial Versatility, Cosmic Dice Improvement, |
13 | 120,000 | Cosmic Aura Improvement, Cosmic Cleansing |
14 | 140,000 | Subclass Features |
15 | 165,000 | |
16 | 195,000 | Ability Score Improvement, Martial Versatility |
17 | 225,000 | Cosmic Aura Improvement, Subclass Features |
18 | 265,000 | Cosmic Dice Improvement |
19 | 305,000 | |
20 | 355,000 | Subclass Features |