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A SERIES OF STARS

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Introduction

H
ello Everybody! This compendium, "A Series
of Stars," is the culmination of nearly 3 years
of homebrewing and playtesting a set of
stellar and cosmic creations. Over the course Table of Contents
of your jaunt through the following 80+ pages, Introduction, Table of Contents ....1
you'll explore an entire starscape of
playtested, balanced, and diverse goodies for Races ............................................................................... 2
D&D 5e. These include 8 options for existing races along Comet Dwarf ..................................................................... 2
with 2 new base races, a subclass for for all existing classes Cosmic Aasimar ................................................................ 3
(with the exception of Artificer), 36 magic items, 38 monsters, Farsoul Dragonborn ......................................................... 4
and the updated Astromancer class. Light Gnome ...................................................................... 5
While all pieces of this compendium are valued and fun, Moon Genasi ..................................................................... 6
the aforementioned Astromancer is a particular labor of love, Starborn .............................................................................. 7
comprising of an arcane full-caster class chassis, 7 Starheart Halfling ..............................................................9
subclasses, 15 unique spells, a This is Your Life, and 10 of Twilight Tiefling ..............................................................10
those 36 magic items as class-specific items. We've had Void Elf ............................................................................. 11
dozens of unique playtesters and hundreds of experiences Xel'na .................................................................................12
from people playing this class for campaigns and one shots
and we couldn't be more excited about all of the responses Subclasses ................................................................14
we've gotten and where the class has ended up. Barbarian: Path of the Moon-Touched .....................14
Everything in the next few dozen pages helps to round out Bard: College of Gravitas ............................................. 15
D&D 5e's somewhat sobering lack of cosmic themed content Cleric: Void Domain ......................................................16
thus far. While Tasha's and now Spelljammer have helped to Druid: Circle of Entropy ............................................... 17
address the issue, we hope that this compendium will Fighter: Rift Knight ........................................................18
continue to assist in completing this domain in a way you'll Monk: Way of the Lunar Soul ..................................... 19
use and appreciate, too! Paladin: Oath of the Night .......................................... 20
Ranger: Sun Striker ........................................................21
    Happy Starfaring! - DianaDM Rogue: Dustwalker ........................................................ 22
Sorcerer: Gravity Soul ...................................................23
Warlock: The Constellation .........................................24
Wizard: Auroracraft ....................................................... 25
The Astromancer ............................................. 26
Class Features ..................................................................27
Cosmic Disciplines ........................................................29
Astromancer Spell List ..................................................37
Astromancer Spells ........................................................38
This is Your Life .............................................................. 42
Astromancer Items ........................................................ 43
Magic Items ............................................................46
Monsters ...................................................................54
Notes on Cosmology ....................................87
A Special Thanks and Art Credits ..88

A SERIES OF STARS
1
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Races

M
any creatures have found themselves     Dwarven Combat Training. You have proficiency with the
among the stars or have been battleaxe, handaxe, light hammer, and warhammer.
otherwise influenced by the grandeur Tool Proficiency. You gain proficiency withthe artisan’s
of the cosmos. The following options tools of your choice: smith’s tools, brewer’s supplies, or
are just a few examples of beings who mason’s tools.
have been altered from their original Stonecunning. Whenever you make an Intelligence
races to a new one that is more (History) check related to the origin of stonework, you are
astromagically-inclined, as well as a depiction of the Starborn considered proficient in the History skill and add double your
and Xel'na, two wholly new race options. proficiency bonus to the check, instead of your normal
For these beings, keep in mind that their original ability proficiency bonus.
scores are suggestions that are meant to align with the race's Languages. You can speak, read, and write Common and
aesthetic concepts, as well as to occasionally fill a missing Dwarvish. Dwarvish is full of hard consonants and guttural
combination of original ability scores for certain lineages. sounds, and those characteristics spill over into whatever
However, the following racial options work just as well and other language a dwarf might speak.
have demonstrated balanced play when replacing scores with
the optional Customizing Character Options: Ability Score Comet
Increases rule from Tasha's Cauldron of Everything, with the     Ability Score Increase. Your Intelligence score        
DM's permission. increases by 1.
Unending Breath. Your nativity to the vacuum of space
Comet Dwarf allows you to hold your breath indefinitely while you’re not
incapacitated.
Originally a series of outcast clans rejected by their Meteoric Strike. When you damage a creature with an
homeworld kin for a dangerously unending curiosity, these attack or a spell, you can cause the attack or spell to deal
dwarfs have traveled to the depths of space in search of a extra damage to the creature. The extra damage equals half
welcoming home. After finding unclaimed land upon the your level (rounded up).
mineral-rich masses which hurtle through the cosmos, these Once you use this trait, you can't use it again until you
descendants of previously castaway wanderers have recently finish a short or long rest.
begun to interact with their former worlds after centuries.
They trade magical items and are led by magocratic clan
kings who seek to expand their reputations and treasuries.
Dwarf Traits
Your dwarf character has an assortment of inborn abilities,
part and parcel of dwarven nature.
Ability Score Increase. Your Constitution score increases
by 2.
Age. Dwarves mature at the same rate as humans, but
they’re considered young until they reach the age of 50. On
average, they live about 350 years.
Alignment. Most dwarves are lawful, believing firmly in the
benefits of a well-ordered society. They tend toward good as
well, with a strong sense of fair play and a belief that everyone
deserves to share in the benefits of a just order.
Size. Dwarves stand between 4 and 5 feet tall and average
about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is
not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color in
darkness, only shades of gray.
Dwarven Resilience. You have advantage on saving
throws against poison, and you have resistance against
poison damage.

A SERIES OF STARS
2
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cosmic Aasimar
As an aasimar with cosmic ancestry, you may trace your
lineage to a celestial that serves a deity who rules over fate or
heavenly bodies. Descendants of these beings are often noted
for their gracefully ethereal beauty and ability to quickly win
over new friends in their travels. They tend to be renowned
for recounting strange and astounding stories, garnered from
their predecessors' eons among the stars.
Aasimar Traits
Your aasimar character has the following racial traits.
Ability Score Increase. Your Charisma score increases  
by 2.
Age. Aasimar mature at the same rate as humans, but they
can live up to 160 years.
Alignment. Imbued with celestial power, most aasimar are
good. Outcast aasimar are most often neutral or even evil.
Size. Aasimar have the same range of height and weight as
humans. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Blessed with a radiant soul, your vision can
easily cut through darkness. You can see in dim light within
60 feet of you as if it were bright light, and in darkness as if it
were dim light. You can't discern color in darkness, only
shades of gray.
Celestial Resistance. You have resistance to necrotic
damage and radiant damage.
Healing Hands. As an action, you can touch a creature and
cause it to regain a number of hit points equal to your level.
Once you use this trait, you can't use it again until you finish a
long rest.
Light Bearer. You know the light cantrip. Charisma is your
spellcasting ability for it.
Languages. You can speak, read, and write Common and
Celestial.
Cosmic
    Ability Score Increase. Your Dexterity score increases  
by 1.
Scintillating Stardust. Starting at 3rd level, you can use
your action to unleash the divine energy within yourself,
giving your eyes a kaleidoscopic glint and emitting a shroud
of shining stardust in the area around you.
      Your transformation lasts for 1 minute or until you end it
as a bonus action. The instant you transform, each creature
within 20 feet of you that can see you must each succeed on a
Wisdom saving throw (DC 8 + your proficiency bonus + your
Charisma modifier) or become charmed by you until the end
of your next turn. While charmed by this trait the creature
has a speed of 0. The effect ends for an affected creature if it
takes any damage.
      In addition, once on each of your turns, you can deal extra
radiant damage to one target when you deal damage to it
with an attack or a spell. The extra radiant damage equals
your level.
Once you use this trait, you can't use it again until you
finish a long rest.

A SERIES OF STARS
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Farsoul Dragonborn
Farsoul dragonborn are those formed from the influence of
astral, moon, radiant, sun, or void dragons, all of which make
their homes in the cosmic domain of their namesake. These
dragonborn often possess some physical quality, such as eyes
that burn with sun fire, scales that emulate stars, or claws
embedded with lunar rock which represents their ancestry.
Dragonborn Traits
Your draconic heritage manifests in a variety of traits you
share with other dragonborn.
Ability Score Increase. Your Strength score increases by
2, and your Charisma score increases by 1.
Age. Young dragonborn grow quickly. They walk hours
after hatching, attain the size and development of a 10-year-
old human child by the age of 3, and reach adulthood by 15.
They live to be around 80.
Alignment. Dragonborn tend towards extremes, picking a
side in the cosmic struggle, whilst most are good, those who
choose evil can be great villains.
Size. Dragonborn are taller and heavier than humans,
standing well over 6 feet tall and averaging almost 250
pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. Dragonborn can speak, read, and write
Common and one other language of your choice.
Farsoul
    Farsoul Ancestry. You have a magical affinity connected to
a farsoul dragon ancestor, choose which dragon you are
connected to from the table below. This also determines the
damage type for your other traits:
Dragon Damage Type
Astral Psychic
Moon Cold
Radiant Radiant
Sun Fire
Void Force

Breath Weapon. When you take the Attack action on your


turn, you can replace one of the attacks with an exhalation of
destructive magical energy in a 30 ft. line that is 5 ft. wide.
Every creature in this area must make a Dexterity saving
throw, the DC equal to 8 + your proficiency bonus + your
Constitution modifier. On a failed save a creature takes 1d10
damage of the type associated with your Farsoul Ancestry or
half as much damage on successful save.
The damage increases to 2d10 at 5th level, 3d10 at 11th
level, and 4d10 at 17th level. You can use this ability a number
of times equal to your proficiency bonus per long rest.
Draconic Resistance. You have resistance to the damage
type associated with your Farsoul Ancestry.
Farsoul Aura. Starting at 5th level, you can use your action
to create a 10-foot radius aura that is centered on you for 1
minute. Each non-hostile creature in the aura has resistance
to the damage type associated with your Farsoul Ancestry.
Once you use this trait, you can't use it again until you
finish a long rest.

A SERIES OF STARS
4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Light Gnome
A formerly reclusive collection of smallfolk, communities of
these star-touched gnomes have been found increasingly
emerging across the world. Generations of intense worship
for the sun and constellations from their hidden mountaintop
villages has altered these gnomes from their lower dwelling
brethren, gifting them with expansive minds and an affinity
for luminous tricks; both of which prove useful in the new
lands they now explore.
Gnome Traits
Your gnome character has certain characteristics in common
with all other gnomes.
Ability Score Increase. Your Intelligence score increases
by 2.
Age. Gnomes mature at the same rate humans do, and
most are expected to settle down into an adult life by around
age 40. They can live 350 to almost 500 years.
Alignment. Gnomes are most often good. Those who tend
toward law are sages, engineers, researchers, scholars,
investigators, or inventors. Those who tend toward chaos are
minstrels, tricksters, wanderers, or fanciful jewelers. Gnomes
are good-hearted, and even the tricksters among them are
more playful than vicious.
Size. Gnomes are between 3 and 4 feet tall and average
about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can see in
dim light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in
darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence,
Wisdom, and Charisma saving throws against magic.
Languages. You can speak, read, and write Common and
Gnomish. The Gnomish language, which uses the Dwarvish
script, is renowned for its technical treatises and its catalogs
of knowledge about the natural world.
Light
    Ability Score Increase. Your Wisdom score increases    
by 1.
Stellar Sight. You have advantage on Intelligence
(Investigation) and Wisdom (Perception) ability checks that
you make to determine if something is a visual illusion.
Light Step. As a bonus action, you can teleport up to 20
feet from your position to an unoccupied space you can see.
Once you use this trait, you can't use it again until you
finish a short or long rest.

A SERIES OF STARS
5
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Moon Genasi
While many genasi result from an ancestral genie in their
bloodline, there are also those that are born from surges of
elemental energy. Though not often thought of as a primal
elemental form, the rock and light of the moon hold great
power that can change the very nature of creatures that are
exposed to them for long periods of time.
Moon genasi are relatively rare beings, coming from lands
that are blessed by lunar deities, have somehow come to
possess a remarkable amount of moon-sourced meteorites,
or that have been affected in some way by lunar fey magic.
The genasi that arise from these influences are notable as
possessing pale or ashen hair and eyes, innate magical talent,
and often carefully manicured or composed demeanors.
Genasi Traits
Your genasi character has certain characteristics in common
with all other genasi.
Ability Score Increase. Your Constitution score increases
by 2.
Age. Genasi mature at about the same rate as humans and
reach adulthood in their late teens. They live somewhat
longer than humans do, up to 120 years.
Alignment. Independent and self-reliant, genasi tend
toward a neutral alignment.
Size. Genasi are as varied as their mortal parents but are
generally built like humans, standing anywhere from 5 feet to
over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and
Primordial. Primordial is a guttural language, filled with
harsh syllables and hard consonants.
Moon
    Ability Score Increase. Your Charisma score increases  
by 1.
Superior Darkvision. Accustomed to pale lunar light, you
have superior vision in dark and dim conditions. You can see
in dim light within 120 feet of you as if it were bright light,
and in darkness as if it were dim light. You can’t discern color
in darkness, only shades of gray.
Lightened Gravity. Your base walking speed increases    
to 35 feet.
Memory of the Moon. You know the dancing lights
cantrip. When you reach 3rd level, you can cast the jump spell
once with this trait and regain the ability to do so when you
finish a long rest. When you reach 5th level, you can cast the
moonbeam spell once with this trait and regain the ability to
do so when you finish a long rest. Constitution is your
spellcasting ability for these spells.

A SERIES OF STARS
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Starborn
"I'm going to be sick, Avaalor," sighed Merrit, cautiously
stepping through the dark gate while waving away a strand of
errant stardust from her shoulder. "I still can't handle the
difference between each world when we go so quickly, no
matter how much Elder Vau'lez says we should appreciate
the variety. It's only been a few days since we visited Elysium,
and this place doesn't exactly compare."
Her companion looked up in response, squinting as newly
acrid and poisonous-smelling air stings his eyes. "I know, my
starlight, I know." he mumbled, quietly. "It has been rather
rough travel lately, hasn't it? I'm not sure why we've needed to
move with such haste these last weeks, but I'm sure the
elders have their reasons. Do you want me to speak to one of
the portalkeepers for you?"
"Oh, no, don't bother them on my account. I'm only
complaining," answered Merrit, her senses adjusting to a
dark gray sky and menagerie of rancid oozes emanating from
the ground. "I was just looking forward to finally selling off
the jewels I found for that demigod in Arborea, not taking a
jaunt into the Abyss to gaze at viper trees and vrocks."
The starborn are a people of travel and exploration, produced
from generations of exposure to cosmic and planar energies.
Believed to be the descendants from a collection of human,
elven, and genasi prisoners who broke free from their bonds
within the Astral Plane long ago, this society is now a
community of nomads who seek to cultivate balance and
peace through the course of their long-lasting travels.
Cosmically Imbued
The starborn are a somewhat physically imposing people,
commonly standing taller than 6 feet, but less dense than
would be expected for creatures of their dimensions. They
largely resemble humans with fine features for most of their
lives, though often with airy mantles of stardust surrounding
them, widely varying in substance and size.
These beings have become intrinsically magical over
hundreds of years, resulting from their exposure to the Astral
Plane and frequent cosmic jaunts. In late maturity, starborn
become less capable of keeping the magical energy they
embody contained within their forms, their hair turning to a
floating pale gossamer and their bodies emitting a heavier
shroud of hovering dust and spectral starlight.
Ever Seeking, Ever Lasting
Starborn society places a high value on exploration and
ensuring that their predecessors' legacies are eternally
honored. Elders within starborn communities teach that their
ancestors live on in spiritual forms in order to protect future
generations, but only as long as their scions continue to view
new lands, meet unfamiliar people, and gather fresh
perspectives.
Core to this ancient belief, starborn consider that the
greater the distance they explore makes their travels more
valuable to their ancestors. Attempting to honor this practice,
these people have committed their culture to a nomadic
society; one focused on an ever-shifting diaspora across the
worlds and planes.

A SERIES OF STARS
7
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Traders and Travelers Starborn Traits
As experienced nomads who have been honing their way of Your starborn character has qualities that reflect the
life over many generations, the starborn have come to realize determined and mystical nature of your people.
that their penchant for inter-planar travel opens up the Ability Score Increase. Your Constitution, Wisdom, and
possibility of being a valued set of merchants for many worlds Charisma scores each increase by 1.
and people. Though starborn trade caravans still maintain Age. Starborn mature at the same rate humans do and
the value of gathering different experiences from new lands reach adulthood around the age of 20. They persist much
and societies, they tend to find their way back to a world they longer than humans, however, often living beyond 150 years.
have visited before if they come upon an item they know will Alignment. Starborn culture rarely results in the
receive bountiful pay. development of an evil personality, much more often fostering
a good or neutral disposition.
We Are All Stardust Size. Starborn are slightly taller and lighter than humans,
The starborn are renowned by those they interact with as a often standing between 6 and 7 feet tall and weighing about
highly welcoming community, seemingly open to as many 150 pounds. Your size is Medium.
perspectives and ways of thought as exist across the planes. Speed. Your base walking speed is 30 feet.
The starborn do not simply desire to get along with others in Superior Darkvision. As one with stellar eyes, you can see
order to foster their mercantile habits, but also to slowly even in darkness. You can see in dim light within 120 feet of
build common ground between each world; learning how you as if it were bright light, and in darkness as if it were dim
others live life and then disseminating this knowledge light. You can't discern color in darkness, only shades of gray.
throughout their travels. This practice is based on a cultural Bodies of Stardust. When you finish a long rest you can
tenet which claims that, on a basic level, all people and beings choose one damage type, other than bludgeoning, piercing, or
are made of the same eternal elements and should seek to slashing damage. You gain resistance to that damage type
understand each other. until you choose a different one with this trait. Damage from
Under this view of universal commonality, many starborn magical weapons weapons ignores this resistance.
tend to hold the hope that differences between people can be Starry Steps. You know the light cantrip. When you reach
solved through mutual acknowledgement. More than one 5th level, you can cast the blink spell once with this trait and
fable exists across the multiverse about brief visits from a regain the ability to do so when you finish a long rest.
traveling people who resolve disputes between tense or Constitution is your spellcasting ability for these spells.
warring lands, but are never to be seen again. Languages. You can speak, read, and write Common and
one extra language of your choice.

A SERIES OF STARS
8
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Starheart Halfling
Closest in disposition to their lightfoot cousins, starheart
halflings tend to abhor the violence which saturates the world
around them, much preferring the joy found in a cup of tea or
pint of ale with friends. Seeking answers to bring peace to
those in need, these goodfolk look to even the most distant
stellar sources for inspiration and guidance. Blessed with
celestial favor, these halflings walk the land with the
protection of the stars themselves.
Halfling Traits
Your halfling character has a number of traits in common
with all other halflings.
Ability Score Increase. Your Dexterity score increases   
by 2.
Age. A halfling reaches adulthood at the age of 20 and
generally lives into the middle of his or her second century.
Alignment. Most halflings are lawful good. As a rule, they
are good-hearted and kind, hate to see others in pain, and
have no tolerance for oppression. They are also very orderly
and traditional, leaning heavily on the support of their
community and the comfort of their old ways.
Size. Halflings average about 3 feet tall and weigh about
40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. When you roll a 1 on an attack roll, ability check, or
saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being
frightened.
Halfling Nimbleness. You can move through the space of
any creature that is of a size larger than yours.
Starheart
    Ability Score Increase. Your Wisdom score increases    
by 1.
Guiding Light. You know the dancing lights cantrip.
Wisdom is your spellcasting modifier for it. Whenever you
cast dancing lights and combine the four lights into a vaguely
humanoid form, you can choose for the form to point toward
true north, providing you with directional knowledge.
Glimmerborn. Starting at 3rd level, when you are attacked
by a creature within 30 ft. of you that you can see, you can
use your reaction to impose disadvantage on the attack roll,
causing light to flare around the attacker before it hits or
misses. An attacker that can't be blinded is immune to this
trait.
Once you use this trait, you can't use it again until you
finish a short or long rest.

A SERIES OF STARS
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Twilight Tiefling
A naturally oracular and prestigious legacy of devilish Size. Tieflings are about the same size and build as
heritage, these are tieflings which are born under the humans. Your size is Medium.
mysterious gloom of twilight or portentous constellations of Speed. Your base walking speed is 30 feet.
the night. Through some machination of fate, the luminous Darkvision. Thanks to your infernal heritage, you have
essence of cosmic power is bound to these tieflings, allowing superior vision in dark and dim conditions. You can see in
them an opportunity at a fulfilling future. dim light within 60 feet of you as if it were bright light, and in
The sway of these pseudo-celestial influences alters the darkness as if it were dim light. You can’t discern color in
infernal legacy that tieflings typically draw their power from, darkness, only shades of gray.
imbuing them with a penchant for guiding themselves and Hellish Resistance. You have resistance to fire damage.
their allies toward favorable destinies. Twilight tieflings have Languages. You can speak, read, and write Common and
a greater tendency toward a good-aligned disposition than Infernal.
their other tiefling cousins, often as a result of their inherent
power allowing them greater acceptance by those around Twilight
them.     Ability Score Increase. Your Wisdom score increases     
by 1.
Tiefling Traits Legacy of Twilight. You know the guidance cantrip. When
Tieflings share certain racial traits as a result of their infernal you reach 3rd level, you can cast the bless spell once with this
descent. trait and regain the ability to do so when you finish a long
Ability Score Increase. Your Charisma score increases   rest. When you reach 5th level, you can cast the enhance
by 2. ability spell once with this trait and regain the ability to do so
Age. Tieflings mature at the same rate as humans but live when you finish a long rest. Charisma is your spellcasting
a few years longer. ability for these spells.
Alignment. Tieflings might not have an innate tendency Additional Language. You can speak, read, and write
toward evil, twilight tieflings least of all, but many of them end Celestial.
up there. Evil or not, an independent nature inclines many
tieflings toward a chaotic alignment.

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Void Elf     Size. Elves range from under 5 to over 6 feet tall and have
Transformed in an ancient ritual by the touch of an entity slender builds. Your size is Medium.
residing in the great dark, these elves and their progeny have Speed. Your base walking speed is 30 feet.
been irreparably changed in both body and mind. Darkvision. Accustomed to twilit forests and the night sky,
Many other elves reject these beings as a corrupted branch you have superior vision in dark and dim conditions. You can
of elvish lineage, one subject to odd tendencies and a see in dim light within 60 feet of you as if it were bright light,
pernicious lust for power. While these traits may indeed be and in darkness as if it were dim light. You can’t discern color
present for some void elfs, others seek to use the dark power in darkness, only shades of gray.
given to them in an attempt to either do good or further the Keen Senses. You have proficiency in the Perception skill.
pursuit of knowledge, perhaps in an attempt to return to the Fey Ancestry. You have advantage on saving throws
elven fold. These beings are recognizable by their widely against being charmed, and magic can’t put you to sleep.
varying shades violet skin, hair, and eyes, as well as an Languages: You can speak, read, and write Common and
occasional gift from the void; a small vestigial tentacle or two. Elvish. Elvish is fluid, with subtle intonations and intricate
grammar. Elven literature is rich and varied, and their songs
Elf Traits and poems are famous among Other Races. Many bards
Your elf character has a variety of natural abilities, the result learn their language so they can add Elvish ballads to their
of thousands of years of elven refinement. repertoires.
Ability Score Increase. Your Dexterity score increases     Void
by 2.     Ability Score Increase. Your Intelligence score increases
Age. Although elves reach physical maturity at about the by 1.
same age as humans, the elven understanding of adulthood Certainty of Space. You have advantage on saving throws
goes beyond physical growth to encompass worldly against spells and other effects that magically move you from
experience. An elf typically claims adulthood and an adult your space against your will.
name around the age of 100 and can live to be 750 years old. Whispering Dark. You can speak telepathically to any
Alignment. Elves love freedom, variety, and self creature within 30 feet of you. The creature understands you
expression, so they lean strongly toward the gentler aspects only if the two of you share a language. You can speak
of chaos. They value and protect others' freedom as well as telepathically in this way to one creature at a time.
their own, and they are more often good than not.

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Xel'na
"Annihilate. Exterminate. Extinguish. Consume. These
inclinations... no, that's not right, these commands keep
coming. I know not what gives them, but I know that I cannot
escape them any longer. The words were quiet at first, nearly
a hushed whisper causing me to turn my head to see if I was
alone. Now, they ring as a mid-day bell in my mind, a tolling
reminder that I cannot run from my own thoughts... no, still
not quite right. Our own thoughts.
In retrospect, I should have never taken that job to lead an
excursion into the ruins. Those rumors about why the city fell
must have stuck around for a few thousand years for a good
reason. What lurked there in the deepest dark and beyond,
what crept under my skin and inside my mind while I rested,
what now lurks in me? This... parasite? No... this wonderful,
glorious, exquisite being. It has a grasp on me now, both body
and soul. I am it and it is me. I know the horrific things it
desires and I know I cannot resist any longer. We are this
body, We are this mind, We are void, and We. Will. Consume."
- Duncan Hillsbreak, written upon a small scrap of paper
found on his distorted body titled, "Clarity. Help."
Hybrid beings that stem from a natural race and a touch of
corruption from the void, xel'na are often viewed as
mockeries of creation. They are largely changed from their
original race or who they were, yet might still maintain some
of their former self and composure. These beings face
contentious lives and are embattled with their own selves,
either giving in to the bizarre and destructive impulses they
receive from the great dark, or occasionally fighting against
these urges, though with great difficulty.
Shaped by the Void
Xel'na are creatures that originate from many races, places,
and creeds, yet all share a single terrifying attribute;
corruption by the great and terrible void beyond all things.
The void, which seeks to undo creation in its entirety and
return all matter and energy to desolate nothingness, has a
distorting effect on life. It twists it into warped facsimiles of
existence that it can attempt to manipulate to further ends.
Contact with the void can happen through a variety of
circumstances. Individuals may be tempted to broker pacts
with its harbingers and be altered evermore from their
accords, rifts in reality might appear and doom individuals
that meander too closely to them, or perhaps even an
infectious and parasitic plague might spawn and change the
beings who are afflicted by it. Regardless of how one has
been contaminated by the void, all are near-irreparably
altered by this aberrant and all-consuming force.
Varying Corruption
How a creature changes as a result of their contact with the
void can vary widely. Some individuals manifest changes that
affect their minds, granting them a measure of psionic
abilities, while others might have a bodily infestation, acting
as a host to a creature or creatures of uncreation which
shape their physical form into something greater than typical
mortality could provide. However, the type of alteration that
an individual undergoes is largely irrelevant to how it acts, as
most afflicted beings will be manipulated by the dark beyond,
inclining a xel'na to commit acts in service of the void's
unquenchable desire for obliteration.
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Life as Xel'na Subrace
How a xel'na lives their day-to-day life is diverse, largely Choose one of the subraces below.
depending on their own disposition and the extent of the
void's taint. Some xel'na are able to pass as a typical member Consumed
of their natural race, yet many others have been physically or     Ability Score Increase. Your Dexterity score increases  
mentally influenced so heavily that they can no longer by 1.
maintain a normal visage, living on the fringes of society. Parasitic Carapace. Your body has melded with a being
Consumed xel'na tend to face more discrimination from from the void, granting you the following benefits:
others as a result of their bodily changes, but the mental
effects that the voidmind undergo may also make living You don't need to breathe.
alongside large crowds of people uncomfortable, as well. You are immune to disease.
Your base AC is 13 + your Dexterity modifier.
Xel'na Traits Your darkvision has a range of 120 feet, instead of 60.
Your xel'na character has qualities that reflect the corrupted, Void Claws. Your unarmed strikes are finesse weapons
yet powerful, nature of beings like you. and deal 1d4 slashing damage on a hit. The damage die for
Ability Score Increase. Your Constitution score increases your unarmed strikes changes as you gain levels, increasing
by 2. to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Age. How long xel'na can live is difficult to determine, as
each creature's corruption differs, yet best estimates of a Voidmind
maximum lifespan are beyond 200 years.     Ability Score Increase. Your Charisma score increases  
Alignment. The void is often unpredictable, yet the xel'na by 1.
corrupted by it tend to present characteristics associated Psychic Resistance. You have resistance to psychic
with an evil alignment, but can certainly be aligned differently damage.
if they fight against the void's influence. Psionic Spells. When you reach 3rd level, you can cast the
Size. Your size is Medium. cause fear spell once with this trait and regain the ability to
Speed. Your base walking speed is 30 feet. do so when you finish a long rest. When you reach 5th level,
Darkvision. As a being touched by the great dark beyond, you can cast the mind spike spell once with this trait and
you have superior vision in dark and dim conditions. You can regain the ability to do so when you finish a long rest. You do
see in dim light within 60 feet of you as if it were bright light, not need verbal or somatic components for these spells.
and in darkness as if it were dim light. You can’t discern color Constitution is your spellcasting ability for these spells.
in darkness, only shades of gray. Whispering Dark. You can speak telepathically to any
Consuming Void. You know the consuming void cantrip. creature within 30 feet of you. The creature understands you
Constitution is your spellcasting modifier for this spell. only if the two of you share a language. You can speak
Languages. You can speak, read, and write Common and telepathically in this way to one creature at a time.
one extra language of your choice.

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                                          Subclasses
Barbarian:                                       
Path of of the Moon-Touched
Though perhaps not as renowned as were-creatures for being
entities altered by lunar forces, moon-touched are known as
ferocious berserkers whose minds have been addled under
the unyielding, yet pale and entrancing light of the moon.
Moon-touched develop their affliction in varied ways, such
as undergoing barbaric lunar rituals or becoming cursed by
fey powers. These lunacy-driven warriors are often pushed
into rages that involve unpredictably violent bouts; wildly
swinging their weapons at nearby targets and unable to tell
friend from foe.
Lunar Delirium
At 3rd level, the violent frenzy you invoke while raging
overwhelms other maddening conditions affecting your mind.
While raging, you gain the following effects:
You have resistance to psychic damage.
You are immune to new madness effects and any madness
effect affecting you is suspended.
When you take the Attack action and score a critical hit on
an attack roll with a melee weapon, you can use a bonus
action to make a melee weapon attack with advantage
against a randomly determined creature within your
reach. You also gain temporary hit points equal to your
proficiency bonus + your Constitution modifier (minimum
of 1), which last until your rage ends.
Lesser Gravity
At 6th level, your speed increases by an additional 10 feet
while you are not wearing heavy armor.
In addition, when you make a high jump or standing high
jump, the distance you can travel increases by an amount
equal to your Strength modifier.
Waning Sanity
Starting at 10th level, your addled and ferocious psyche
spreads to others around you. As part of the bonus action you
take to enter your rage, you can cause a willing creature
within 30 feet of you to gain the effects of your Lunar
Delirium feature, which lasts until your rage ends.
Alternatively as part of the bonus action you take to enter
your rage, you can force a creature within 30 feet of you to
make a Wisdom saving throw against a DC equal to 8 + your
proficiency bonus + your Constitution modifier or be inflicted
with brief lunacy, which lasts until your rage ends. You can
use your reaction against a target that fails this saving throw
when it makes an attack to force it to reroll the attack roll
against a randomly determined creature within its range.
Waxing Relentlessness
At 14th level, when you drop to 0 hit points and use your
Relentless Rage feature for the first time after finishing a
long rest, you automatically drop to 1 hit point without
needing to make a saving throw. The DC will start at 10 for
the next saving throw you make for Relentless Rage.
You also gain a number of temporary hit points equal to
your level whenever you benefit from this feature or succeed
the on saving throw from your Relentless Rage feature.
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Bard: College of Gravitas
Bards belonging to the college of gravitas have great mastery
in conveying intensity, majesty, and dignity through their
performances. They sway audiences with their melodies,
movements, and intonation, causing onlookers to become
susceptible to their words and gravitational magic.
These bards, though often solemn in nature as their craft
demands, work well with any companions they accrue. They
use their allies' positions around them to act as spatial
conduits for their spells, while simultaneously disabling or
propelling nearby foes around them.
Expansive Chorus
Starting at 3rd level, you can cast a bard spell from the space
of a creature that possesses one of your Bardic Inspiration
dice. If a creature uses their Bardic Inspiration die, you can
still cast a bard spell from their space until the end of your
next turn. The creature must be within 60 feet of you and you
must be able see the creature. You must otherwise obey all
requirements for the spell, such as being able to see the
spell's target or point of origin, in order to cast it.
Dignified Bearing
Also at 3rd level, you can weave a supernatural level of
ceremony into what you say. If you speak to a creature that
can understand you for at least 1 minute, the target must
succeed on a Wisdom saving throw against your bard spell
save DC or become susceptible to the gravity of your words,
giving you advantage on Charisma (Persuasion) or Charisma
(Intimidation) checks you make directed at the creature for
up to 10 minutes.
Once you use this feature you can't use it again until you
finish your next short or long rest.
Center of Attraction
At 6th level, your skill in manipulating the direction of
performances has been amplified by your arcane prowess.
You can use a reaction when a creature starts its turn within
30 feet of you or an ally that possesses one of your Bardic
Inspiration dice within 60 feet of you to shift gravity, forcing
the creature to make a Strength saving throw against your
bard spell save DC or move up to 30 feet either toward or
away (your choice) from yourself or your ally in a straight line.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once) and regain any
expended uses when you finish a long rest.
Solemnity
Upon reaching 14th level, you can use your mastery of
dramatic performance to cause creatures to stand in awe at
your grandeur. As a bonus action, you can expend a use of
your Bardic Inspiration to don an aura of magisterial power
for 1 minute. As part of this bonus action and as a bonus
action while this effect is active, you can force a creature
within 60 feet of you to make a Wisdom saving throw against
your bard spell save DC or have its speed become 0 and be
unable to attack until the end of its next turn.
Once you use this feature, you can't use it again until you
finish your next short or long rest.

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Cleric: Void Domain
The void; an abstract of the space between matter, which
simultaneously exists both within and outside the known
multiverse. Creatures which reside in the great dark or have
paradoxically spawned from this nothingness tend to hold
immense power, embodying the ever-encompassing nature of
the emptiness beyond all things. While these beings, such as
Hadar or Yog-Sothoth, tend not to be deities in the modern
interpretation, they have found that the worship they receive
from lesser beings adds to their influence and grant quasi-
divine magic to those who offer faith.
Void Domain Spells
Cleric Level Spells
1st arms of hadar, cause fear
3rd darkness, nystul's magic aura
5th dispel magic, pulse wave
7th dimension door, entropy
9th planar binding, telekinesis

Dark Certitude
At 1st level, you can't be moved from your space by magic,
unless you want to be. You can spend 1 minute to share this
effect with a creature of your choice within 10 feet of you for
8 hours. Once you share this effect, you can't do so again
until you finish a long rest.
Embrace of the Beyond
Also at 1st level, you can use your reaction when a creature
ends its turn within 5 feet of you or an allied creature within
60 feet of you, forcing it to make a Strength saving throw
against your cleric spell save DC. If it fails, its speed becomes
0 until the end of its next turn as tenebrous tendrils grasp it.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once). You regain all
expended uses when you finish a long rest.
Channel Divinity: Null Space
Starting at 2nd level, you can use your Channel Divinity to
create a field of magical incomprehensibility.
As an action, you present your holy symbol and a sphere of
alien energy emanates from your space. This sphere has a
40-foot radius and lasts for 1 minute. A creature in this area Potent Spellcasting
that attempts to cast a spell must make a Wisdom saving At 8th level, you add your Wisdom modifier to the damage
throw against your cleric spell save DC or lose the spell. you deal with any cleric cantrip.
Class features, such as spell slots, are not expended from
failing this saving throw, but the action, bonus action, or Voidbringer
reaction used for the spell is lost. You can choose creatures Upon reaching 17th level, your worship grants you the
within 60 feet of you that you can see that are immune to this ultimate favor which a great being of the void will impart
feature as part of the action you take to create this effect. upon a mortal:
Malleable Positionality When you finish a long rest, you choose between force
At 6th level, you can use your action to target two creatures of damage, necrotic damage, or psychic damage. You gain
your choice within 60 feet of you and immediately teleport resistance to that damage type until you choose a different
each one to the space that the other occupies. An unwilling one with this feature.
creature must make a Wisdom saving throw against your A creature affected by your Embrace of the Beyond
cleric spell save DC to resist this effect. If a target succeeds feature has disadvantage on Intelligence, Wisdom, and
this saving throw, the effect fails for both creatures. Charisma saving throws against your cleric features and
Once you use this feature, you can't use it again until you spells, as the grasping tendrils that you summon distract
finish a short or long rest. and slow their mind.
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Druid: Circle of Entropy
Druids belonging to the circle of entropy are those who Chaotic Nature
understand that chaos is an intricately essential force of Also at 2nd level, your understanding of the wild forces of the
creation and that the world's eventual demise is a part of its cosmos allows you to tap into other forms of untamed magic.
natural course. While the disorder that these druids wield is When you prepare spells using your druid Spellcasting
inherently tumultuous, they attempt to manipulate it in an feature, you can prepare a number of additional spells equal
effort to bring their vision of balance to the land around them. to your proficiency bonus from the Sorcerer spell list. You
must otherwise obey all the restrictions for selecting the
Natural Disorder spell, and it becomes a druid spell for you.
Starting at 2nd level, your attunement to the unpredictability
of the universe causes chaotic energy to surge around you. Decaying Cosmos
When you use your Wild Shape feature, you can choose to At 6th level, your abilities inflict a debilitating sense of finality
roll on the Natural Disorder table. upon your enemies. When a creature fails a saving throw
against a spell that you cast or you make an attack against a
Natural Disorder creature and score a critical hit on the attack roll, the target
d20 Effect can only regain hit points equal to half the amount they
normally would from spells and other magical effects until
1-2
The CR of this Wild Shape transformation is limited
to a maximum of CR 1/4.
the start of your next turn.
Your size decreases by one size category for this Disgregation
3
Wild Shape transformation. At 10th level, you can harness the chaotic energy held within
You cannot gain temporary hit points or regain hit
your body and force it to briefly dissipate and reform. As a
4
points until the end of your next turn. bonus action, you can teleport up to 20 feet to an unoccupied
space that you can see. When you use this feature, you also
The next successful melee attack you make within 1 gain temporary hit points equal to your half your druid level.
5
minute forces the target to make a Constitution
saving throw against your druid spell save DC or be
You can use this feature a number of times equal to your
blinded until the end of its next turn.
Wisdom modifier (minimum of once) and regain all expended
uses when you finish a long rest.
You cast darkness centered on yourself, which does
6 not require concentration and lasts for its full Inevitable Equilibrium
duration, unless you end it as an action. Upon reaching 14th level, you hone your ability to wield
7 You make no noise for 1 minute. entropic disarray in more precise ways. When you roll on the
Natural Disorder table, you can choose to roll twice and use
8
Your Wild Shape creatures have starry skin and black
and purple hues until you finish a long rest.
both rolls or to use your choice of either roll.
Once you use this feature, you can't do so again until you
Roll a d20. On a roll of 1-10, your speed decreases finish a short or long rest.
by 10 feet for 1 hour in both your Wild Shape
9
transformation and your own form. On a roll of 11-
20, it increases by 10 feet for this duration, instead.

10 You regain your lowest-level expended spell slot, up


to a maximum of a 5th level spell slot.
11 Plants within 20 feet of you immediately decay.
A creature that you hit with an attack while in this
12 Wild Shape subtracts a 1d4 from the next saving
throw it makes before the end of your next turn.
You can cast cantrips while in this Wild Shape and
13
can perform their verbal and somatic components.
Black vines burst from the ground, forcing a creature
14 of your choice within 60 feet of you to make a
Strength saving throw against your druid spell save
DC or be restrained until the end of your next turn.
You cast vortex warp on a randomly determined
15 creature within range.
16 You shout at random intervals for the next hour.
17 You cast chaos bolt.

18 You teleport up to 20 feet to an unoccupied space of


your choice that you can see.
The CR of this Wild Shape transformation is
19- increased by one Max CR as indicated on the Beast
20 Shapes table. If you are level 8 or above, the CR of
this Wild Shape transformation is CR 2.
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Fighter: Rift Knight Sever Potential
Certain beings have always been susceptible to sensing or At 7th level, a creature that fails the saving throw against your
exploiting the power that exudes from cracks between or Ablative Inertia feature has disadvantage on the first attack
beyond the planes. Some creatures decide to take advantage roll they make until the end of their turn.
of this innate prowess, bringing the dimensional and
gravitational skills they employ to bear upon the battlefield. Warp Pulse
Understanding that an opponent's distance and movement Beginning at 10th level, you can create a minor gravitational
are often the greatest disadvantages that many warriors face, disturbance in the area around you. You can use an action to
Rift Knights train to teleport across short ranges and control force each creature within 10 feet of you to make a Strength
how well a foe can maneuver. This is accomplished to great saving throw against a DC equal to 8 + your proficiency
effect, as these fighters are respected across the multiverse bonus + your Constitution modifier or be moved up to 10 feet
for their unique martial skill. toward or away from you (your choice) and fall prone.
You can use this feature once, after which you can't use it
Rift Steps again until you finish a short or long rest.
Starting at 3rd level, you can use a bonus action to
immediately teleport up to a number of feet equal to your Rift Strikes
speed to an unoccupied space that you can see. If you move 0 At 15th level, you deal an additional 1d6 force damage on the
feet from the space you teleport to by the end of your turn, first successful attack you make against a creature after using
you can teleport back to the space you originated from (no your Rift Steps feature until the end of your turn.
action required). You also deal an additional 1d6 force
damage on the first successful attack you make against a Further Beyond
creature until the end of your turn after using this effect. Upon reaching 18th level, you can use an action to become an
You can use this feature a number of times equal to your embodiment of cosmic force for 1 minute, strengthening
proficiency bonus. You regain any expended uses of this many of the features from this subclass. While in this form,
feature when you finish a short or long rest. you can teleport up to double your speed with your Rift Steps
feature, failing the saving throw from your Ablative Inertia
Ablative Inertia feature slows a creature by up to 20 feet, while also giving
Also at 3rd level, each hostile creature that starts its turn you up to 20 feet of speed, and your Sever Potential feature
within 10 feet of you must make a Wisdom saving throw causes a creature that fails the saving throw against your
against a DC equal to 8 + your proficiency bonus + your Ablative Inertia feature to also only roll the damage dice once
Constitution modifier or have their speed reduced by 10 feet if they score a critical hit until the end of their turn.
until the end of their turn. If at least one creature fails this You can use this feature once, after which you can't use it
saving throw, your speed is increased by 10 feet until the end again until you finish a long rest.
of your next turn.

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Monk: Way of the Lunar Soul Crescent Kick
As fluid as the changing moon and the tides which it controls, At 6th level, when you attack a creature within 5 feet of you
monks of this monastic tradition excel at gracefully and with an unarmed strike and deal damage, you can expend 1
meticulously meandering through the battlefield. They deliver ki point to deal damage equal to the damage dealt to a
dangerous strikes from the shadows, skillfully dart away from different creature of your choice within 5 feet of you.
risk, and wield lunar light to attack or defend, depending on
the immediate demands of their sparring or skirmishes. Effulgent Ward
These monks prize their bodily and mental flexibility above At 11th level, you can create a shield of pale moonlight that
all else, as it allows them to make decisive actions and ward absorbs incoming magical damage. As a reaction when you
against harm. are hit by a spell attack or make a saving throw against a
damaging spell, you can spend 1 ki point to absorb up to 2d6
Phasing Stances damage from the attack or spell.
Starting at 3rd level, your monastic tradition teaches you to You can increase the amount of damage the shield absorbs
quickly shift your attacks and tactics in combat by taking by spending ki points. Each additional point you spend, up to
different stances that embody the lunar phases. At the start of a maximum of 3, increases the amount absorbed by 1d6.
each of your turns while in combat you move from one stance
to the next in the following order; New Moon, Quarter Moon, Eclipsing Stances
Full Moon, Quarter Moon, and back to New Moon, repeating Upon reaching 17th level, your skill to smoothly weave your
the cycle. You gain the effects associated with each phase way through lunar stances has reached its apex. At the start
while in its stance, detailed below: of your turn, you can spend 3 ki points to gain the effects of
any stance from your Phasing Stances feature you are not
New Moon. At the end of your turn, you, along with currently in. You also now gain additional effects for each
anything you are wearing or carrying, are invisible until stance, detailed below:
you attack, cast a spell, or until the end of your next turn.
Quarter Moon. Once per turn, you can teleport up to 10 New Moon. You no longer lose the invisibility you gain
feet to a currently unoccupied space that you can see from this phase when you attack or cast a spell.
immediately after hit you a creature with an attack. Quarter Moon. The range at which you can teleport with
Full Moon. You shed bright light in a 5-foot radius and the effect from this phase increases to 30 feet.
dim light for an additional 5 feet. When you make an Full Moon. When you hit a creature with an unarmed
unarmed strike, you can project the attack as moonbeams, strike in this phase, the creature also sheds bright light in
making a ranged weapon attack at a range of up to 30 feet a 5-foot radius and dim light for an additional 5 feet.
and changing the damage type of the attack to radiant. Additionally, you score a critical hit on a roll of 19 or 20
Starting when you hit 5th level in this class, you can use when making a ranged weapon attack with your unarmed
your Stunning Strikes feature with these ranged attacks. strikes in this phase.

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Oath Spells
You gain spells at the paladin levels listed.
Paladin Level Spells
3rd bane, cause fear
5th darkness, pass without trace
9th bestow curse, nondetection
13th entropy, shadow of moil
17th mislead, wall of dusk

Channel Divinity
When you take this oath at 3rd level, you gain the following
two Channel Divinity options.
Dread Stalker. You can use your Channel Divinity to
become a deadly force in darkness. As an action, you gain
vision that allows you to see normally in darkness, both
magical and nonmagical, to a distance of 60 feet for 1 minute.
Additionally while this effect is active, if you damage a
creature with an attack while in an area of dim light or
darkness, you can add an amount of damage equal to half
your proficiency bonus (rounded up).
Light Amidst the Darkness. You can use your Channel
Divinity to ward against forthcoming magical harm. As an
action, you can create a number of spectral motes equal to
your Charisma modifier (minimum of 1) around you for up to
10 minutes. Whenever you or a creature within 10 feet of you
makes a saving throw against a spell or other magical effect
that you can see, you can use a reaction to expend one of
these motes and add a 1d4 to the saving throw, which
increases to 2d4 at 15th level.
Aura of Night
At 7th level, you are able to wrap yourself and your allies
within twilight gloom. Wisdom (Perception) checks made to
see you or friendly creatures within 10 feet of you are made
with disadvantage.
Paladin: Oath of the Night At 18th level, the range of this aura increases to 30 feet.
The Oath of the Night calls to paladins that walk amongst the
dark, either to alleviate or exacerbate the mysterious dangers Shadowy Reproach
that reside under the tenebrous sky. A paladin's purpose in Starting at 15th level, your attunement to the deep dark and
this regard depends on their deity's domain and disposition, shadow of night inspires fear among those who would dare to
as many gods represent various aspects of the night. hinder you. Whenever a creature attempts to grapple or
Deities of moons and stars rely on these paladins, often incapacitate you they must make a Wisdom saving throw
known as shade knights, moon wardens, or dusk guards, to against your paladin spell save DC or become frightened of
act in their stead to purge the land of nocturnal terrors. Other you for up to 1 minute. The frightened creature can repeat
gods, such as deities that rule over darkness, shadows, or this saving throw at the end of each of its turns, ending the
death, may charge these paladins to spread their ruinous effect on itself on a success.
doctrine and enact terror, themselves.
Nocturnal Exemplar
Tenets of the Night Upon reaching 20th level, as a bonus action, you become a
Paladins that follow the Oath of the Night are varied, yet all living symbol of the night, gaining the following benefits for 1
who observe this path adhere to these tenets. minute:
Attentiveness. Beings of the night are often masked by its You can't be frightened and magic can't put you to sleep.
gloom. Be ever vigilant to notice these dangers. You gain truesight out to a range of 60 feet.
Fidelity. Faith is the only force that can grant you the You can use a bonus action to teleport up to 60 feet from
power to consistently face the tribulations of the dark. your space to an unoccupied space you can see that is in
Resolution. Hone your mind and blade to endure any dim light or darkness.
challenges you confront.
Subtlety. Adapt to the dark environment around you and Once you use this feature, you can't use it again until you
stalk your targets with furtive guile. finish a long rest.
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Ranger: Sun Striker Solar Mastery
Unlike many of their ranger peers who deign to skulk among At 11th level, you gain additional ways in which you can use
the shadows or shady boughs, those that reside in the Sun your Solar Might dice, detailed below:
Striker conclave seek to audaciously purge their foes with the Solar Rays. Once on each of your turns, when you take
ferocious power of the sun. Emulating the great and powerful the Attack action, you can expend up to 2 Solar Might
solars who wield devastating strength alongside powerful dice, making a number of additional attacks equal to the
celestial magic and weapons, these hunters smite their number of Solar Might dice you expend. These attacks
enemies while coordinating well with any potential allies. deal fire or radiant damage (your choice), instead of the
These beings thrive in any environment, bringing the radiant damage type they normally would.
light of day to bear upon any hostile creatures which wish to Sun Spot. Once on each of your turns, immediately after
do harm to the world. you hit a target within 30 feet of you with a melee or
ranged weapon attack, you can expend 1 of your Solar
Sun Striker Magic Might dice, forcing the target to make a Constitution
At 3rd level, you learn an additional spell when you reach saving throw against your ranger spell save DC or become
certain levels in this class, as shown in the Sun Striker Spells blinded until the start of your next turn.
table. The spell counts as a ranger spell for you, but it doesn’t
count against the number of ranger spells you know. Brilliant Weaponry
Upon reaching 15th level, all weapons that you wield are
Sun Striker Spells
considered magical, you create ammo when attacking with a
ranged weapon, and your weapons are a spellcasting focus
Ranger Level Spells for your ranger spells. You can also use a bonus action to
3rd faerie fire cause your weapons to shed bright light in a 5-foot radius and
dim light for an additional 10 feet until you use this feature
5th flaming sphere again or the weapon is more than 5 feet away from you.
9th daylight Additionally, you no longer expend your Solar Might dice to
13th fire shield
use Striking Zenith from your Radiant Font feature.
17th wall of light

Radiant Font
At 3rd level, you possess a cache of brilliant energy within
yourself. This is represented by your Solar Might dice, which
are each a d6. You have a number of these dice equal to your
proficiency bonus + your Wisdom modifier (minimum of 1),
and are used in various ways, which are detailed below:
Lightbringer. You can expend 1 of your Solar Might dice
and cast one of the following cantrips: dancing lights,
light, or sacred flame.
Touch of the Dawn. When a creature within 60 feet of
you regains hit points from a spell, you can use your
reaction to expend 1 of your Solar Might dice, rolling it
and adding an amount of hit points equal to the number
rolled + your Wisdom modifier (minimum of 1) to the hit
points that the creature regains.
Striking Zenith. Once on each of your turns, immediately
after you hit a creature with a melee or ranged weapon
attack, you can expend 1 of your Solar Might dice, rolling
it and dealing fire or radiant damage (your choice) to the
target equal to the number rolled.
You regain all your expended Solar Might dice when you
finish a long rest.
Illumination
Starting at 7th level, your alignment with the relentless
ferocity of the sun allows you to regain up to half your Solar
Might dice (rounded up) when you finish a short rest.
Once you regain Solar Might dice in this way, you can't do
so again until you finish a long rest.

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Rogue: Dustwalker
Either by floating among the gossamer strands of the Astral
Sea for extended periods or by some other arcane accident,
rare individuals can learn to harness the soft, yet powerful
essence of stardust. Some having skill in this regard choose
to hone their abilities to engage in deceptive and roguish
purpose. By wielding the light and dust of stars, Dustwalkers
both exploit the space around them and distract foes,
allowing them to excel in whatever endeavours they face.
Astral Steps
Starting at 3rd level when you choose this archetype, you
learn to manipulate the scintillatingly magical nature of
stardust in order to shift your position in advantageous ways.
As a bonus action, you can create a Tiny beacon of intangible
and spectral stardust that lasts for up to 1 hour that only you
can carry or place. As part of this bonus action or as a
subsequent bonus action before the beacon disappears, you
can place the beacon in an unoccupied space of your choice
within 5 feet of you.
As part of an action or bonus action you take to Dash, you
are able to teleport up to 60 feet from your position to the
space that a beacon was placed. If the beacon's space is
occupied when you try to teleport, this effect fails and nothing
happens. Once you teleport to a beacon, it disappears.
You can create a number of beacons equal to your
proficiency bonus + your Intelligence modifier (minimum of
1) and regain all expended uses when you finish a long rest.
Asterism
Also at 3rd level, you can detect the presence of nearby
stardust. As an action, you can subtly sprinkle a pinch of
stardust on a creature or object of your choice within 5 feet of
you that remains on this creature or object for a number of
hours equal to your proficiency bonus. You can sense the
distance and direction of this creature or object, as long as
they are within 500 feet of you.
Fade Away
At 9th level, you become invisible immediately after you
teleport with your Astral Steps feature until the end of your
next turn. This invisibility ends early if you attack or cast a
spell.
Blinding Dust
Beginning at 13th level, your skill in utilizing stardust allows
you to use it more offensively. You can use an action to cause
a beacon that you create to explode, causing a burst of
stardust to fill a 20-foot radius area. Each creature in that
area other than you must make a Constitution saving throw
against a DC equal to 8 + your proficiency bonus + your
Intelligence modifier or be blinded for up to 1 minute. A
creature can remake the saving throw at the end of each of
their turns, ending the effect on itself on a success.
Starforged
At 17th level, you have begun to fully master how to wield
stardust to harm and hide. You gain the following benefits:
You can teleport up to 300 feet from your position with
your Astral Steps feature.
Your Fade Away feature now causes you to become
invisible for up to 1 minute. The invisibility still ends early
if you attack or cast a spell.
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Sorcerer: Gravity Soul
Gravity soul sorcerers are those who might descend from
creatures that reside in the outer cosmos or have been
intrinsically altered in some way by forces beyond the world.
These arcane casters develop an innate talent for quite
literally bending the world around them to their whims.
Wielding powerful magic to influence gravity, these
sorcerers excel in manipulating the battlefield. They control
the positions of their enemies to make them vulnerable, while
also protecting themselves and their allies from harm.
Gravity Magic
You learn additional spells when you reach certain levels in
this class, as shown on the Gravity Spells table. Each spell
counts as a sorcerer spell for you, but it doesn’t count against
the number of sorcerer spells you know. These spells can’t be
replaced when you gain a level in this class.
Gravity Spells
You gain spells at the sorcerer levels listed. Considering Spells for This Subclass
A DM may decide to add thematic spells which are
Sorcerer Level Spells available to chronurgy and graviturgy wizards to the
1st relativity Sorcerer spell list for players to choose from.
Explorer's Guide to Wildemount: pg. 186
3rd levitate
5th pulse wave
7th gravity sinkhole Lightened Load
9th telekinesis Also at 6th level, you are able to passively manipulate the
density of objects on your person. Your carrying capacity
Warp Space becomes your Strength or Charisma score (whichever is
At 1st level, you can briefly create intense gravity wells in the higher) multiplied by 15.
area around you. You can use a bonus action to target a point Aspect of Relativity
on the ground within 120 feet of you and force each creature Upon reaching at 14th level, your ability to wield gravitational
within 20 feet of this point to make a Strength saving throw force allows you to bind it more intensely to your form for a
(a creature can choose to fail) against your sorcerer spell save short time. As an action, you can undergo a transformation
DC or be pulled in a straight line toward the point, ending in gaining the following benefits for 1 minute:
an unoccupied space as close to the center as possible.
Creatures with a size above Large have advantage on this You gain a flying speed equal to your walking speed and
saving throw. Upon reaching 2nd level in this class, you can can hover.
spend 1 sorcery point when using this feature to also cause a When you are hit by a melee or ranged weapon attack you
creature that fails this saving throw to fall prone. can reduce the damage you take by an amount equal to
You can use this feature a number of times equal to your your Charisma modifier (minimum of 1), as you adjust the
Charisma modifier (minimum of once). You regain all gravity around you to ward against the attack.
expended uses when you finish a long rest. You can choose which creatures to affect with your Warp
Repulsion Field Space feature and can move them up to 20 feet toward or
At 6th level, when you cast a spell using a spell slot of 1st away from the point you choose with Warp Space on a
level or higher, you can use this feature to push creatures of failed saving throw.
your choice within 5 feet of you 5 feet away from you in a Once you use this feature, you can't use it again until you
straight line immediately before or after the spell is cast (your finish a long rest, unless you spend 7 sorcery points to use it
choice). You also create a 5-foot radius field of gravitational again.
force centered on yourself that prevents ordinary projectiles
from entering until the start of your next turn (boulders Center of Gravity
hurled by giants or siege engines, and similar projectiles, are At 18th level, you gain the reverse gravity spell, if you do not
unaffected). When you use this feature when casting a spell already know it, can cast it once without expending a spell
using a spell slot above 1st level, the distance you push slot, and can choose to be immune to the spell's effect when
creatures and the radius of the field which blocks projectiles you cast it. This spell does not count against your number of
both increase by 5 feet for each spell slot above 1st. Spells Known.
Once you use this feature, you can't use it again until you Once you cast reverse gravity in this way, you can’t do so
finish a long rest, unless you spend 2 sorcery points to use it again until you finish a long rest, though you can still cast it
again. normally using an available spell slot.
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Warlock: The Constellation Cosmic Demesne
Your patron is a being that belongs to the cosmic realm; one Also at 1st level, your versatility emulates the various cosmic
that either holds sway over stellar configurations or has been patterns. Whenever you finish a long rest you can select one
eternally enshrined among them. Your patron may be a skill that you are not proficient in and add your proficiency
celestial that walks the stars or a legendary hero or animal's bonus to it until you pick a new one with this feature.
spirit. You might draw your power from a single constellation Starfield
or various asterisms present in the night sky. Regardless of At 6th level, you can use your action to create a number of
your patron's origin, a Warlock's fortune is guaranteed to be radiant beacons equal to your Charisma modifier (minimum
fulfilling under the guidance of these powerful beings. of 1) in spaces of your choice within 120 feet of you. Each
Expanded Spell List
beacon is intangible, sheds dim light in a 5-foot radius, and
lasts for up to 1 minute. You can use a bonus action to move
The Constellation lets you choose from an expanded list of one of these beacons up to 30 feet from its space.
spells when you learn a warlock spell. The following spells Whenever you deal damage to a single creature within 120
are added to the warlock spell list for you. feet of you with a cantrip, you can choose for a beacon to
Spell Level Spells
refract the cantrip's energy and erupt with stellar force. When
a beacon erupts, it is expended and forces all creatures
1st guiding bolt, relativity within 5 feet of the beacon, other than the creature you
2nd augury, enhance ability damaged with the cantrip, to make a Dexterity saving throw
against your warlock spell save DC. A creature takes radiant
3rd detect rift, melf's minute meteors damage equal to half the damage you dealt with the cantrip
4th arcane eye, bow shock on a failed saving throw, or quarter as much on a successful
one. You can only expend a beacon in this way once per turn.
5th creation, planar binding Once you use this feature, you can't use it again until you
finish a long rest.
Guiding Stars
Starting at 1st level, your ability to trace patterns in the sky Incarnation of Constellations
allows you to easily follow the positions of beings around you. At 10th level, your ability to channel cosmic patterns grows,
As a bonus action, you can choose a number of creatures allowing you to add double your proficiency bonus to the skill
equal to your proficiency bonus within 60 feet of you that you that you choose with your Cosmic Demesne feature. You can
can see and mark them with spectral starlight for up to 10 also select one other creature within 60 feet of you when you
minutes. You have advantage on Wisdom (Perception) checks finish a long rest and allow them to add their proficiency
you make to find a creature that you select for the duration. bonus to the same skill. If the creature is already proficient in
You also gain advantage on the first attack roll you make that skill, this feature has no effect for that creature.
against each creature that is affected by this feature.
Once you use this feature, you can't use it again until you Organize Asterisms
finish a short or long rest. Upon reaching 14th level, when you use your Guiding Stars
feature, an affected creature now also sheds dim light in a 5-
foot radius. You can use a bonus action to select a creature
affected in this way and immediately teleport it to an
unoccupied space within 60 feet of you. An unwilling creature
must make a Wisdom saving throw against your warlock
spell save DC to resist this effect. Once a creature has been
teleported with this feature, they cannot be teleported in this
way again until you finish a short or long rest.
Eldritch Invocations
Plasma Blade
Prerequisite: 9th level, Pact of the Blade feature
When you make an attack against an object or structure with
your pact weapon, you deal double damage. In addition, when
you expend a spell slot from your Pact Magic feature, the next
attack roll you make with your pact weapon within 1 minute
deals an additional 1d8 fire or radiant damage (your choice).
Starscribe
Prerequisite: Pact of the Tome feature
You write the names, designs, lore, and attributes of various
constellations into your Book of Shadows. You can read from
this tome whenever you take a short or long rest, allowing
you to add your proficiency bonus to one skill that you are not
proficient in until you chose a new one with this invocation.
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Wondrous Veil
Also at 2nd level, your chosen expertise in magic surrounds
you with a mantle of fortifying power, which may be used in
multiple ways, detailed below:
Ephemeral Veil. As a bonus action, you can force a
creature of your choice within 60 feet of you that you can
see to make a Wisdom saving throw against your wizard
spell save DC or be unable to make attack rolls against
you until the end of your next turn.
Resilient Veil. As a bonus action, you can give a creature
of your choice within 60 feet of you that you can see
temporary hit points equal to half your wizard level + your
Intelligence modifier (minimum of 1).
You can use this feature twice. You regain any expended
uses when you finish a long rest. Additionally, when you use
your Arcane Recovery feature, you can also regain one use of
this feature.
Scintillating Wizardry
At 6th level, your spells emulate the ever-shifting patterns of
the auroras. When you cast a spell and the spell deals cold,
fire, lightning, or radiant damage, you can substitute that
damage type with one other type from that list.
Ionization
At 10th level, the fundamental nature that forms the auroras
gives you greater understanding of your abilities and
surrounding space. When you use your Wondrous Veil
feature, you can cause one of the following effects:
Positivity. You immediately teleport to an unoccupied
space adjacent to a creature of your choice within 60 feet
of you that you can see.
Negativity. A creature of your choice within 60 feet of you
that you can see immediately teleports to an unoccupied
space adjacent to you. An unwilling creature must make a
Wisdom saving throw against your wizard spell save DC
to resist this effect.
Curtain of Lights
Upon reaching 14th level, when you use your Wondrous Veil
Wizard: Auroracraft feature, you now create a 10-foot tall intangible curtain of
Harnessing the immense majesty of auroras is a feat that light in an area you choose within 120 feet, which lasts until
none but the most aspirational wizards may be able to the end of your next turn. The area of the curtain consists of
accomplish. The lights that brighten the skies are renowned up to a number of spaces equal to your wizard level, which
for their storied and mystical effects and origins, yet are you can arrange as you wish. Each space must have at least
vexing to behold or understand for most mages, largely one face adjacent to the face of another.
resulting from their paradoxically arcane and divine nature. The curtain sheds bright light in a 5-foot radius and dim
Those that practice auroracraft bend auroral light into light for an additional 10 feet. When you or an allied creature
protective magic for themselves and their allies, while also starts its turn in an area of bright light created by this effect,
manipulating the essence of spells to best suit their needs. they gain one of the following effects, depending on the effect
Even one's position in space yields to the mysterious forces of your Wondrous Veil feature, detailed below:
that shape the prismatic illuminations which these wizards Ephemeral Veil. The creature gains resistance to the
hope to master. damage of the first attack against it until the start of its
Luminous Savant next turn.
Starting at 2nd level, you learn one of your choice of the Resilient Veil. The creature regains a number of hit
following cantrips: dancing lights, light, minor illusion, sacred points equal to half your wizard level.
flame, or thaumaturgy. You also gain one additional use of your Wondrous Veil
Your choice counts as an wizard cantrip for you, but it feature, which you regain when you finish a long rest.
doesn’t count against your number of cantrips known.

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The Astromancer
─Spell Slots per Spell Level─
Proficiency Cantrips Spells Active
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Starmotes
1st +2 Spellcasting, Starmote 3 4 2 — — — — — — — — 1
2nd +2 Cosmic Discipline 3 5 3 — — — — — — — — 2
3rd +2 Speed of Light (5 ft.) 3 6 4 2 — — — — — — — 2
4th +2 Ability Score Improvement 4 7 4 3 — — — — — — — 2
5th +3 ─ 4 8 4 3 2 — — — — — — 2
6th +3 Cosmic Discipline Feature 4 9 4 3 3 — — — — — — 3
7th +3 Speed of Light (10 ft.) 4 10 4 3 3 1 — — — — — 3
8th +3 Ability Score Improvement 4 11 4 3 3 2 — — — — — 3
9th +4 ─ 4 12 4 3 3 3 1 — — — — 3
Cosmic Discipline Feature, 
10th +4 5 12 4 3 3 3 2 — — — — 4
Star Touched
11th +4 ─ 5 13 4 3 3 3 2 1 — — — 4
12th +4 Ability Score Improvement 5 14 4 3 3 3 2 1 — — — 4
13th +5 ─ 5 15 4 3 3 3 2 1 1 — — 4
14th +5 Cosmic Discipline Feature 5 16 4 3 3 3 2 1 1 — — 5
15th +5 ─ 5 17 4 3 3 3 2 1 1 1 — 5
16th +5 Ability Score Improvement 5 18 4 3 3 3 2 1 1 1 — 5
17th +6 Speed of Light (15 ft.) 5 19 4 3 3 3 2 1 1 1 1 5
18th +6 Release Gravity 5 19 4 3 3 3 3 1 1 1 1 5
19th +6 Ability Score Improvement 5 20 4 3 3 3 3 2 1 1 1 5
20th +6 Zenith 5 20 4 3 3 3 3 2 2 1 1 6

Astromancer

S
itting in her creaking hut, eyes slowly becoming Wielding the Cosmos
weak from pondering over a variety of star charts
and augury bones sits an older half-orc woman, Enraptured by the grand cosmic forces that dictate even fate
believing she is close to determining her tribe's itself, astromancers wield the might of celestial bodies to
destiny through interpreting the skies. She break their foes and unlock secrets within the great dark
carefully rolls up an ancient looking scroll and beyond. Drawing on the enormous energy given off by stars
sighs, gazing to the wall and seeing a dozen more and other universal entities, astromancers gain access to
maps and a set of dragonknuckles that must be examined by powerful arcane magic. These wise sages are capable of
the morning for a full reading. weaving moonlight and starlight in order to hinder their foes,
Two halfling men stand quietly chanting on opposite sides support companions, and manipulate the battlefield.
of a basin, the full moon brightly reflected upon the ritual Astromancy is an elegant and expansive, yet difficult art.
waters within. The light grows as their incantation quickens, The power that comes with revealing the workings of the
spilling beyond the pool and flooding the area with lunar universe and bridging the distance between arcane and
luminosity. The men turn to the sky as they begin to slowly lift divine serves as a lure; one that is particularly attractive to
from the land, gravity freeing them from its grasp. the most flexible adepts seeking inspiration or raw might.
A long-haired elf, finally free to cut through their enemies Adaptability and perceptiveness are the signs of a truly
on the front line, begins to sing in pleasure while fiery winds masterful astromancer. Each discipline, whether focusing on
whip around their body. Brightness seems drawn to them, the moon, stars, sun, or otherwise favors those who are
granting additional light to their inspiring presence and capable of evaluating a situation and using their abilities to
marking brilliant solar sigils along the length of their blade. the utmost for decisive action.

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The Grand Design
Those who specialize in astromancy have great skill in
intuitively understanding how different cosmological bodies
and patterns work in tandem to either create or show
changes in destiny. Astromancers, more so than most arcane
casters, have a tendency to engage in faith and spirituality.
This often results from their questioning about the source of
these patterns and how central fortune is to their art.
It is not uncommon to find that astromancers have adopted
deities of fate into their worship, recognizing that the designs
of destiny to which gods tend and the constantly shifting
organization of constellations and planets are one in the
same. Some even view certain deities as the greatest
practitioners of astromancy and offer prayers for revelation.
Creating an Astromancer
As you create your astromancer, one of the most important
aspects to consider is how you have gained access to your
power. Were you visited by celestial visions suggesting that
you had a greater path to follow? Do you perhaps have a
mentor that taught you their craft or simply a natural skill in
comprehending universal mechanics? A variety of
experiences in your past may have allowed you to tap into the
energy given off from cosmic bodies and knowing this history
will be useful in deciding your potential discipline.
You must also consider what you intend to do with the
power that you hold. Do you have a specific goal in mind or
are you simply attempting to explore the world to gather
knowledge and wisdom? Do you plan to protect your
homeland with the fury of the sun or do you wish to reveal
secrets inherent to the world and further unknown places?
Quick Build
You can make an astromancer quickly by following these
suggestions. First, Wisdom should be your highest ability
score, followed by Constitution or Dexterity. Second, choose
the hermit or sage background.
Class Features
As an astromancer, you gain the following class features.
Hit Points
Hit Dice: 1d6 per astromancer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
modifier per astromancer level after 1st
Proficiencies
Armor: None
Weapons: Daggers, light crossbows, quarterstaves, slings
Tools: Navigator's tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Insight, Nature, Perception,
Religion, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a quarterstaff or (b) a light crossbow with 20 light bolts
(a) component pouch or (b) an arcane focus
(a) an explorer's pack or (b) a scholar's pack
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Spellcasting
You have learned to understand and control the immense
forces that shape the world and weave the skein of fate. Your
calling is that of one who seeks and sees greater truths
hidden amongst the patterns of the universe. See Spells
Rules for the general rules of spellcasting and the
astromancer spell list for available selections.
Cantrips
You know three cantrips of your choice from the astromancer
spell list. You learn additional astromancer cantrips of your
choice at higher levels, as shown in the Cantrips Known
column of the Astromancer table.
Spell Slots
The Astromancer table shows how many spell slots you have
to cast your astromancer spells of 1st level and higher. To
cast one of these spells, you must expend a slot of the spell’s
level or higher. You regain all expended spell slots when you
finish a long rest.
For example, if you know the 1st-level spell Chromatic Orb Starmote
and have a 1st-level and a 2nd-level spell slot available, you
can cast Chromatic Orb using either slot. At 1st level, your understanding and connection to the skies
grants you a small fragment of their grandeur. As an action,
Spells Known of 1st Level and Higher you can create a Starmote for a creature within 60 feet of
You know four 1st-level spells of your choice from the you, which sheds dim light in a 30-foot radius. The mote and
astromancer spell list. this light are only visible to the creature.
The Spells Known column of the Astromancer table shows The Starmote is always centered on the creature and lasts
when you learn more astromancer spells of your choice. Each until you dismiss it as an action. The creature can also use its
of these spells must be of a level for which you have spell bonus action to expend their mote, causing their next
slots, as shown on the table. For instance, when you reach successful attack against a target within 1 minute to bathe it
3rd level in this class, you can learn one new spell of 1st or in stellar radiance. Their target sheds bright light in a 5-foot
2nd level. radius and dim light for an additional 10 feet until the end of
Additionally, both when you finish a long rest or you level in their next turn.
this class, you can choose one of the astromancer spells you You can only have one Starmote active on a creature at a
know and replace it with another spell from the astromancer time. However, you can summon additional Starmotes to be
spell list, which also must be of a level for which you have simultaneously active for multiple targets at later levels, as
spell slots. indicated in the Active Starmotes column of the Astromancer
table. If you summon a Starmote beyond your maximum, you
Spellcasting Ability select which currently active Starmote to replace.
Wisdom is your spellcasting ability for your astromancer Areas of light created by this feature are magical, but other
spells. Your magic comes from the grand latent energies of effects of magical light or darkness, such as the effects of the
the universe around you, your potential to understand their light or darkness spells, that overlap these areas will take
nature, and your capacity to connect your will to these forces. priority over this feature for as long as they remain.
You use your Wisdom whenever a spell refers to your
spellcasting ability. In addition, you use your Wisdom Cosmic Discipline
modifier when setting the saving throw DC for an When you reach 2nd level, you commit yourself to a particular
astromancer spell you cast and when making an attack roll discipline within astromancy, each focusing on different types
with one. of celestial bodies and traditions. Choose between the
Discipline of Horizons, Discipline of Moons, Discipline of
Spell save DC = 8 + your proficiency bonus + your Wisdom Relativity, Discipline of Stars, Discipline of the Sun,
modifier Discipline of the Void, and Discipline of the World, each of
Spell attack modifier = your proficiency bonus + your which is detailed at the end of the class description.
Wisdom modifier Your choice grants you features at 2nd level and again at
6th, 10th, and 14th level.
Ritual Casting
You can cast any astromancer spell you know as a ritual if Speed of Light
that spell has the ritual tag. Starting at 3rd level, your skill in manipulating starlight
allows you to infuse your allies with minor boons to their
Spellcasting Focus movement. Your Starmote feature now increases the speed of
You can use an arcane focus for your astromancer spells. a creature that currently possesses it by 5 feet. This increases
to 10 feet at 7th level and 15 feet at 17th level in this class.
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Ability Score Improvement Zenith
When you reach 4th level and again at 8th, 12th, 16th, and At 20th level, you have reached the pinnacle of your cosmic
19th level, you can increase one of your ability scores of your mastery, allowing you skillful control over your Starmotes
choice by two points, or you can increase two ability scores of and spells. Your Starmote feature gains the following effects:
your choice by 1. As normal, you cannot increase an ability
score above 20 using this feature. You see the dim light from any Starmote you create.
Using the optional feats rule, you can forgo taking this When you make a Constitution saving throw to maintain
feature to take a feat of your choice instead. concentration on a spell, you can expend a currently active
Starmote to automatically succeed on the saving throw.
You can use your action to summon a number of
Star Touched Starmotes equal to your maximum number of Active
Upon reaching 10th level, the cosmic energy you can channel Starmotes, as shown on the Astromancer table. Once you
has increased to such an amount that you now imbue your use this feature, you can't use it in this way again until you
Starmotes with greater utility. When you cast an astromancer finish a long rest.
spell with a range of touch or a range of self with a point of
origin for its area of effect as the caster, one of your Cosmic Disciplines
Starmotes centered on a creature within 60 feet of you can
deliver the spell as though you were in its space. You must Astromancy is a varied art, necessary as a result of having so
otherwise obey all requirements for the spell, such as being many crucial pathways to discover all there is about the
able to see the spell's target, in order to cast it. workings of the world. While notions of competition and
differential tradition exist among the branches of astromancy,
Release Gravity the ideologies of disentangling fate and understanding
universal forces bind all of its practitioners together.
At 18th level, you have finally developed an affinity for the Disciplines do not define the astromancer, but individuals
gravitational relationship that matter holds with all objects in often tend towards those similar to their interests. Whereas
the universe. You can use your action to give each creature those that belong to the Discipline of Stars may be keen to
that possess one of your Starmotes within 120 feet of you a unravel constellatory trajectories to predict oncoming weal or
flying speed of 30 feet for up to 10 minutes or you dismiss it woe, astromancers within the Discipline of the Sun may be
as an action. A creature that you affect with this feature gains more interested in the pragmatic ways to bend illusion and
the effect of feather fall when this flight ends. fire to their will. Identifying which style most appropriately
Once you use this feature, you can't use it again until you fits your disposition is critical for aspiring astromancers.
finish a long rest.

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Rule Tip: Temporary Hit Points
When you receive temporary hit points while you
Discipline of Horizons already have them, you choose between the two
A tradition of observation and compliance to the designs of amounts. Player's Handbook: pg. 198
destiny, those bound to this discipline seek to ensure that no
creature succeeds in casting off the chains of fate. These
adherents may go forth into the world seeking to either Penumbral Shift
soothe a community's natural progression towards death or At 10th level, your expertise in the inevitable and interrelated
to forcibly prevent aberrations in the plans of predestination. nature of dawn and dusk grants you greater insight into your
The followers within this sect believe in the inevitability of Starmote. Whenever you finish a long rest you select one of
the universe, looking to the everlasting rise and fall of the the following options for your Starmote:
dawn and dusk surrounding them as inspiration. Drawing
upon this most foundational pattern of the cosmos, these Dawn Mote: The bright light from your Starmote feature
individuals harm and guard in equal measure to ensure the is considered sunlight. Additionally, when an ally that
immutable design. possesses one of your Starmotes within 120 feet of you is
Transitional Vigil
reduced to 0 hit points, but not killed outright, you can use
At 2nd level, your steadfast watch over the twilight cycle your reaction for the creature to drop to 1 hit point
grants you a rigid focus while out of combat. You can no instead. Once you use this feature, you can't use it again
longer be surprised while conscious. until you finish a long rest.
Dusk Mote: You can use your bonus action to select a
Daybreak creature that you can see within 60 feet of you that
Also at 2nd level, when a creature that possesses one of your possesses one of your Starmotes. The target and anything
Starmotes expends it with a bonus action, they deal an extra they are wearing or carrying becomes invisible until the
1d4 radiant damage on their next successful attack against a end of their next turn, as the darkness of gloam wraps
target within 1 minute. The creature which expends the mote around their form. Once you use this feature, you can't use
also gains temporary hit points equal to the amount of it again until you finish a long rest.
additional radiant damage done for up to 1 minute. When you use an effect granted to you by your Penumbral
The amount of extra damage increases to 2d4 at 6th level, Shift feature, your Starmote immediately converts into its
3d4 at 10th level, and 4d4 at 14th level in this class. opposite Penumbral Shift option until you finish a long rest,
Temper of Twilight allowing you to use the effects from that form.
At 6th level, your adherence to the march of fate allows you to Predestination
resist those that fight against it. You have advantage on Upon 14th level in this class, you condemn your foes to meet
saving throws against being charmed or frightened. their impending final fates. Whenever a creature deals
You can also use your action to expend an active Starmote damage to a target with your Daybreak feature, the creature
on a creature that you can see within 60 feet of you to end an that takes damage can not regain hit points until the end of
effect causing them to be charmed or frightened. their next turn.
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Discipline of Moons Phase Lock
Upon reaching 10th level, your study of the lunar phases
Apprentices and acolytes that belong the the Discipline of allows you to manipulate your skills more effectively. As an
Moons are often quite varied in their motivations. Many action, you can choose to flare one sphere created by your
students of this tradition seek to harness the immense Wax and Wane feature, ending its current effect, but enacting
gravitational and supernatural power which the single or one of the following results depending on the area's phase:
multiple moons of a world hold for their own purposes. Some
look to understand the lunar cycles, discerning their impact New Moon: Each creature within the area that does not
on destined futures. Others simply seek to joyously venerate possess one of your Starmotes must make a Dexterity
in their view of pure untainted light. saving throw against your astromancer spell save DC or
Regardless of inspiration, true proficiency within this be further slowed by the tenebrous pull of the sphere,
discipline is difficult to attain. A strong will and mental acuity reducing their speed to 0. At the end of each of its turns a
are required among those who attempt mastery over the creature makes a Dexterity saving throw to escape the
lunar spheres and light they summon, lest these petitioners effect. On a success, this effect ends for that creature.
of the moon find their sanity slipping away under the forceful Quarter Moon: You teleport one willing creature that you
sight they so revere. see from its space within this sphere to any unoccupied
Lunar Attunement space in an area of Wax and Wane that you can see,
including a space within this fading Wax and Wane effect.
Starting at 2nd level, you learn one of your choice of the Full Moon: A creature that possess one of your Starmotes
following cantrips: dancing lights, friends, or minor illusion. within the sphere's bright or dim light immediately gains
Your choice counts as an astromancer cantrip for you, but temporary hit points equal to half your astromancer level.
it doesn’t count against your number of cantrips known.
Invoke Eclipse
Wax and Wane At 14th level in this class, you can align yourself with a
Also at 2nd level when you choose this discipline, you learn to forthcoming eclipse, taking on a form of astronomical power.
subtly affect the light around you. Using your bonus action, Once per long rest, using your action, you can undergo a
you can impose dim light in a 10-foot radius sphere centered transformation gaining the following benefits for 1 minute:
on a point of your choice within 60 feet of you. The sphere
disappears after 1 minute or you dismiss it as an action. You gain resistance against the damage of spells.
Whenever you create this effect of ambient moonlight, you Enemies that rely on sight within 30 feet of you make
also select a phase that the area embodies for its duration attack rolls against you with disadvantage.
from the following options: You gain the moonbeam spell, if you do not already have it,
and can cast it once using your bonus action without
New Moon: The gloom and gravitational pull of this area expending a spell slot. When cast using a bonus action
grasp at those that attempt to move through it, reducing with this feature, the spell's effect can also be moved using
the speed of each creature that starts their turn in the area a bonus action.
by 10 feet until the end of their turn.
Quarter Moon: A creature that possesses one of your
Starmotes adds a 1d4 to its saving throws and their
attacks count as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and
damage while in the area.
Full Moon: The illumination of this phase causes the dim
light in the targeted 10-foot radius area to become bright
light, as well as shed further dim light for a 10-foot radius.
Multiple effects created by this feature can overlap. The
light created by this feature is considered magical under the
same conditions as your Starmote feature, but your
Starmote's bright light effect takes priority over this effect for
as long as it remains. If any effect obscures this feature's
light, the other effects of this feature still remain in the area.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
Pale Light
At 6th level, you channel the pure and unyielding light of the
moon to both hinder and reveal. The dim light from your
Starmote feature now extends to 120 feet for you and to 60
feet for other creatures. The bright light from your Starmote
feature also reverts a shapechanger to its original form and
prevents it from assuming a different form for the duration.

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Discipline of Relativity Compressed Continuum
Often tauting themselves as the wisest, most knowledgeable, At 2nd level, your skill in manipulating the passage of time
and widely traveled of astromancers, individuals belonging to allows you to shorten the amount of it you need to rest. It
the discipline of relativity are those that have come to now only takes you 4 hours to receive the benefits of finishing
understand and hone a connection to one of the most a long rest.
foundational and difficult to understand powers of the Localize Density
cosmos. They hold a great degree of control over the nature
of gravity and use this ability to exploit the nearby passage of Also at 2nd level, you learn to use your Starmote feature to
time. Using their bodies and Starmotes as loci for their encumber the movement of nearby creatures. A creature
power, these astromancers attempt to inhibit the mobility of hostile to you that starts its turn within 5 feet of a creature
their foes, while also bolstering others and coaxing destiny to that possesses one of your Starmotes has its speed reduced
act in their favor. by 5 feet until the start of its next turn. The amount of speed
reduced by this effect increases to 10 feet at 7th level and 15
feet at 17th level in this class.
You can also use a bonus action to cause a Starmote within
60 feet of you to pulse with disruptive gravitational force in a
5-foot radius, causing each creature hostile to you in the area
to make a Wisdom saving throw against your astromancer
spell save DC or be unable to use reactions until the start of
your next turn.
You can use this feature in this way a number of times
equal to your Wisdom modifier (minimum of once). You
regain any expended uses when you finish a long rest.
Gravity Font
Starting at 6th level, you can use an action to create a 20-foot
radius aura of fluctuating gravity that is centered on you for 1
minute. When a creature that possesses one of your
Starmotes starts their turn in this area, the speed that the
creature gains from your Speed of Light feature is doubled
until the end of their turn. Additionally, a creature in this area
that fails its saving throw against your Localize Density
feature also falls prone.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Temporal Dilation
At 10th level, you learn the haste and slow spells, if you do
not already know them, and can cast one of these spells once
without expending a spell slot. The spells do not count
against your number of Spells Known.
Once you cast haste or slow in this way, you can’t do so
again until you finish a long rest, though you can still cast
either of the spells normally using an available spell slot.
Delay Destiny
At 14th level, you can splinter fate for a short period to use a
reaction when a creature that possesses one of your
Starmotes within 120 feet of you takes damage from an
attack or fails a saving throw. When you use this reaction, you
cause the creature to not yet take damage from the attack or
not yet be affected by failing the saving throw, and instead be
affected by the triggering event at either the start or end of
any creature's turn in the initiative order, which you choose at
the point that these occur (no additional reaction required).
The creature is affected by the triggering event in one
round from when the event occurs if you do not choose a
point during the initiative order before that. If this reaction is
trigged by a creature that fails a saving throw from an effect
or spell that requires concentration, the spell still requires
concentration from when it is cast.
You can use this feature twice, after which you can't use it
again until you finish a long rest.

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Discipline of Stars
Primitive magics that draw on stellar patterns have been
found to date back to the first attempts at contacting gods
and divining the future. This ancient tradition of star-scrying
has evolved over time, with thousands of years of star charts
and celestial events being recorded and studied.
Followers of this discipline tend to be those who aim to
understand fatalistic patterns or glean knowledge about the
designs of the gods through arcane means. The few capable
of these feats are rewarded with the power of the stars; given
the tools to tip the scales of fortune in their favor through
manipulation of their Starmotes and spells.
Cosmic Storytelling
At 2nd level, you become proficient in your choice of one of
the following skills: Arcana, History, Religion, or Survival.
Star Reader
Also at 2nd level, you are prepared with minor insights into
coming events and can shift a situation to better your group's
fortunes. When an enemy attacks a creature that possesses
one of your Starmotes within 60 feet of you with advantage,
you can use your reaction to prevent the roll from benefiting
from advantage. You can also expend the Starmote on the
creature as part of this reaction to give them advantage on
the next attack they make until the end of their next turn.
You can use this feature a number of times equal to your Diviner's Boon
Wisdom modifier (a minimum of once). You regain any Starting at 10th level, when you use your Star Reader feature
expended uses when you finish a long rest. to prevent an attack roll from benefiting from advantage, you
also prevent the target of the feature from benefiting from
Stellar Embodiment advantage on any attack roll until the end of their turn.
Beginning at 6th level, your study of the stars allows you to Additionally, when you use your Star Reader feature to
further tap into latent energies beyond the world. Whenever expend a Starmote and give a target advantage on their next
you finish a long rest, you choose two of the following options attack roll, the target also gains advantage on the next saving
and gain access to their effects. You lose the effects of any throw they make until the end of their next turn.
option you currently have whenever you a finish a long rest.
Stellar Mastery
The Tree: You gain temporary hit points equal to half your At 14th level, you have expanded your knowledge
astromancer level, as well as resistance to the damage of surrounding the workings of the universe such that you have
the first successful attack against you. learned to access the powers of more complicated cosmic
The Lantern: You gain the light cantrip, if you do not relationships. You now choose three effects for your Stellar
already have it, and can cast it at a distance of 30 feet. You Embodiment feature and can pick your choices for this
also have advantage on initiative checks. feature from the following options:
The Hand: You select one of your skill proficiencies. Your
proficiency bonus is doubled for any ability check you Alignment: You learn one of your choice of commune,
make that uses this proficiency. dream, legend lore, scrying, telepathic bond, or
The Lovers: You can cast charm person once at 1st level teleportation circle and can cast your selection using an
using your astromancer spell save DC, without requiring astromancer spell slot. The spell learned from this feature
any verbal or somatic components, and without expending does not count against your number of Spells Known and
a spell slot. The target does not become aware of the can be cast without using components.
charm at the end of a failed save. You cast charm person Conjunction/Opposition: Once, as a bonus action, you
with this feature at 2nd level upon 14th level in this class. can designate two creatures that you can see within 60
The Scales: You can cast either bane or bless once at 1st feet of you, forcing them to make a Strength saving throw
level using your astromancer spell save DC and without against your astromancer spell save DC or each move up
expending a spell slot. You cast bane or bless with this to 30 feet towards or away from each other in a straight
feature at 2nd level upon 14th level in this class. line. If a target of this ability strikes a solid object or
The Maw of Stars: You can cast dissonant whispers once creature, the target takes 1d8 bludgeoning damage for
at 1st level using your astromancer spell save DC and every 5 feet it moved. If hitting a creature, the other
without expending a spell slot. The target of this spell creature must succeed a Dexterity saving throw against
must use both its reaction as well as half of its speed at your astromancer spell save DC, taking the same amount
the beginning of its next turn to move away from you on a of damage on a failure and half as much on a success.
failed save. You cast dissonant whispers with this feature Creatures with a size above Large have advantage on the
at 2nd level upon 14th level in this class. initial saving throw against this effect.
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Discipline of the Sun
Rather than focus on the designs of fate or consistently tiring
obsession with the moon, those within the Discipline of the
Sun tend to spend their attention on the more practical
applications of the cosmic power they wield. A proud and
refined discipline of fiery martial magic, these astromancers
draw from the radically powerful events that occur upon the
sun's surface, as well as the daily solar tides and winds which
pass beyond the world to distract and strike their foes.
Firebrand
Starting at 2nd level, your innate connection to the fierce
power of the sun begins to fuel your capacity in battle:
While you possess one of your Starmotes you gain a
barrier of heat that pushes back against unwanted attacks
and strengthens your own swings. These solar winds
change your AC to equal 13 + your Dexterity modifier
when you are not wearing armor and you gain proficiency
with short swords and scimitars.
If you are proficient with a simple or martial melee
weapon, you can use it as your spellcasting focus for
astromancer spells.
When you deal damage to a creature with a melee weapon
attack, you can choose to mark a solar brand on to the
enemy for up to 1 minute. This brand will erupt if the
branded creature takes fire or radiant damage after the
damage that applied it, dealing an additional 1d6 fire or
radiant damage (your choice). Once the brand deals Extra Attack
damage, it is expended and disappears. Upon reaching 6th level, you can attack twice, instead of
    Only one brand can be applied per attack, but a creature once, when taking the Attack action on your turn.
can have up to two brands on them at a time. The brand's
damage improves when you reach 14th level in this class, Radiance
increasing to 2d6 fire or radiant damage. Also at 6th level, you regain your Firebrand feature's uses
    You can use this feature a number of times equal to when you finish a short rest.
your Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest. Mirage
At 10th level, your mastery over luminosity allows you to
distract enemies with skillfully woven light. When a creature
that you can see within 30 feet of you makes an attack roll
against you, you can use your reaction to immediately
become invisible, create an illusory duplicate of yourself in
your space, and move up to half your speed. This duplicate
and invisibility last until the end of your next turn, but the
invisibility ends if you attack or cast a spell.
If you take the Attack action while the duplicate is present,
you can make your attacks from either your own or your
duplicate's position. Your duplicate uses your bonus to hit and
damage, any damage it deals is considered fire or radiant
damage (your choice), and its attacks are capable of applying
your Firebrand marks.
Once you use this feature, you can't use it again until you
finish a long rest.
Solar Flare
At 14th level, when you mark a creature with your Firebrand
feature you can force the target to make a Constitution saving
throw against your astromancer saving throw DC or be
blinded until the end of their next turn. While blinded in this
way, a creature is unable to make attacks of opportunity.
You must possess one of your Starmotes for this effect to
occur. A creature that saves against this effect is not blinded
and is immune to the effect for 24 hours.
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Empty Space
Also at 2nd level, as part of the action or bonus action used to
cast a spell on your turn, you can instantly teleport up to 10
feet to a currently unoccupied space that you can see. When
using this feature, you can expend one of your choice of
currently active Starmotes to teleport up to 30 feet from your
space, instead.
You can use this feature a number of times equal to your
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest.
Dark Expansion
Beginning at 6th level, you can use this feature when casting
a spell using a 1st or 2nd level spell slot and gain the benefits
of casting the spell using one level higher of a spell slot.
For example, if you use this feature while casting the cause
fear spell at 2nd level, you can frighten up to three targets,
rather than two, as detailed in the cause fear spell effect for
higher level casting.
The highest level spell slot that you can affect with this
feature increases to 3rd level when you reach 7th level in this
class and to 4th level when you reach 9th level in this class.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Response From Beyond
Starting at 10th level, your calls to the distant void of stars
have gifted you with ephemeral wardens, brought to this
world to obey your will. Using your bonus action, you can
summon two Shades from Beyond (pg. 36) in unoccupied
spaces adjacent to you.
When the Shades from Beyond are summoned they can be
issued commands and must be given any additional
commands as subsequent bonus actions to move or attack.
Discipline of the Void These creatures only understand commands given by you.
Only rarely are masters of this tradition able to be found. These creatures will remain in your service for 10 minutes,
Whether this is a result of seclusion stemming from the until they die, you dismiss the entities as a bonus action, or
isolated nature of their obsessions or from the rigorous trials you become incapacitated, after which they disappear.
that they must endure for their power is unclear to outsiders. Additionally, when you use this feature you regain up to
These are the few, however, who recognize that true two expended uses of your Empty Space feature.
brilliance is not found among the stars, but in the vacuum Once you use this feature, you can't use it again until you
that contains them; finding that the space between all things finish a long rest.
is not truly vacant, but rather has an essence of its own that
should be harnessed and revered. Encroaching Night
Upon reaching 14th level, you can exercise your growing
Distant Whispers control over the vacuous nothing of space to empower your
At 2nd level, you intuitively learn an exotic language of your shadowy minions. Whenever you expend a Starmote with
choice. At 6th, 10th, and 14th levels in this class, you learn an your Empty Space feature, you can now teleport up to 60 feet
additional exotic language of your choice. to an unoccupied space that you can see or to swap places
with one of your Shades from Beyond within 120 feet.
If you have your Shades from Beyond summoned when you
use your Empty Space feature, each one can make an attack
Languages Near and Far against a target within their melee attack range as a reaction
Every setting has its own unique languages that immediately before or after you teleport (your choice), adding
might exist and that are available to players. Work an amount of force or psychic damage (your choice) equal to
with your DM to decide on what qualifies as an your Wisdom modifier (minimum of +1), as well as gain
exotic language that you can choose from. A list of temporary hit points equal to their damage done.
typically available languages can be found here:
Player's Handbook: pg. 123

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Shade From Beyond
Medium aberration, chaotic evil

Armor Class 10 + your proficiency bonus


Hit Points 22 (4d8 + 4)
Speed 40ft.

STR DEX CON INT WIS CHA


6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+5) 8 (+5)

Vulnerabilities radiant
Damage Resistances cold, necrotic; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities force, psychic
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, petrified,
restrained
Senses darkvision 60 ft., passive Perception 10

Amorphous. The shade can move through a space as


narrow as 1 inch wide without squeezing.
Sunlight Weakness. While in sunlight, the shade has Planar Protector
disadvantage on attack rolls, ability checks, and Beginning at 6th level, you become aware of the true nature
saving throws. of any aberration, celestial, fey, or fiend by sensing what type
of creature it is upon touching them.
Actions Additionally, when a creature of any of these types deals
Entropic Touch. Melee Weapon Attack: your spell damage to you or an ally currently affected by your Starmote
attack modifier to hit, reach 5ft., one creature. Hit: 9 feature that you can see within 60 feet of you, you can use
(2d6 + 2) force or psychic damage (your choice). your reaction to reduce their damage taken by 1d6. This
damage reduction increases to 2d6 at 10th level and 3d6 at
14th level in this class.
Land Warden
Discipline of the World Upon reaching 10th level, the land itself has recognized your
While astromancers focus the majority of their efforts on the protective efforts. You learn the wall of stone spell, if you do
celestial bodies beyond the world, there are those who not already know it, and can cast it once without expending a
recognize that the planet itself is part of the great design. spell slot. This spell does not count against your number of
Some have also discovered that the world is in dire need of Spells Known.
protection from forces beyond this plane and pale that would Once you cast wall of stone in this way, you can’t do so
seek to do it harm. Drawing on the knowledge of the cosmos again until you finish a long rest, though you can still cast it
to protect against these assailants, those within this normally using an available spell slot.
discipline seek to guard the lands on which they reside for
the benefit of all. Dustmote
Starting at 14th level, when you expend a Starmote on a
Guardian of the Material target with your Star Shield feature, you can choose for your
At 2nd level, you gain proficiency with shields and can use target to gain a lingering mote of coalesced stardust for up to
shields as a spellcasting focus for your astromancer spells. 1 hour. While a creature possesses this Dustmote, they have
resistance to one damage type of your choice other than
Star Shield bludgeoning, piercing, or slashing damage that you select
Also at 2nd level, you can draw on the connection between when the Dustmote is created, as the scintillating particles
the foundations of the world and its place within the cosmos ward away harm.
to use your Starmote feature for greater protection. A creature that possesses a Dustmote can also choose to
As a bonus action, you can expend one active Starmote expend it as an action, causing its stardust to burst forth and
within 60 feet of you and increase both your own AC and the forcing all other creatures within a 10-foot radius sphere
AC of the target who possessed it by an amount equal to your centered on the creature to make a Constitution saving throw
maximum number of Active Starmotes, as shown on the against your astromancer spell save DC. On a failed save, a
Astromancer table, until the start of your next turn. creature is blinded for 1 minute. At the end of each of its
You can use this feature a number of times equal to your turns, an affected creature can make a Constitution saving
Wisdom modifier (a minimum of once). You regain all throw. On a success, the effect ends.
expended uses when you finish a long rest. Once you use this feature, you can't use it again until you
finish a short or long rest.
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Astromancer Spell List

Cantrips (0 Level) Mirror Image 5th Level 8th Level


Astromancer Astromancer
Consuming Void Misty Step Astral Jaunt Antimagic Field
Dancing Lights Moonbeam Bigby's Hand Dark Star
Fire Bolt Pass Without Trace Cone of Cold Demiplane
Guidance Phantasmal Force Creation EverwarpAstromancer
Light See Invisibility Dawn Maddening Darkness
Mage Hand Shadow Blade Dream Sunburst
Minor Illusion Silence Far Step Telepathy
Prestidigitation Skywrite Flame Strike
Ray of Frost Hold Monster 9th Level
Vortex Warp
Sacred Flame Magnetic WardAstromancer Astral Projection
Shape Water 3rd Level Mislead Foresight
Shocking Grasp Bestow Curse Planar Binding Meteor Swarm
Word of Radiance Blink Scrying Star SightAstromancer
Clairvoyance Skill Empowerment Time Stop
1st Level Comet TailAstromancer Summon Celestial Wish
Alarm Counterspell Synaptic Static
Cause Fear Daylight Telekinesis
Chromatic Orb Detect RiftAstromancer Teleportation Circle
Color Spray Dispel Magic Wall of DuskAstromancer
Comprehend Languages Fireball Wall of Force
Detect Magic Fly Wall of Light
Expeditious Retreat Haste
Gift of Alacrity Hypnotic Pattern 6th Level
Guiding Bolt Lightning Bolt Arcane Gate
Ice Knife Magic Circle Chain Lightning
Identify Major Image Disintegrate
Jump Melf's Minute Meteors Find the Path
Longstrider Nondetection Globe of Invulnerability
Mage Armor Protection from Energy Gravity Fissure
Magic Missile Pulse Wave Mass Suggestion
Protection from Evil and Remove Curse Otiluke's Freezing Sphere
Good Sending Recall PositionalityAstromancer
RelativityAstromancer Slow Reselect SpaceAstromancer
Sanctuary Tidal Wave Scatter
Shield Sunbeam
Silent Image 4th Level Tasha's Otherworldly Guise
Sleep Banishment True Seeing
Bow ShockAstromancer Wall of Ice
2nd Level Charm Monster
Augury Confusion
7th Level
Blindness/Deafness Control Water Crown of Stars
Darkness Dimension Door Etherealness
Darkvision Divination Firestorm
Enhance Ability EntropyAstromancer Forcecage
Fortune's Favor Gravity Sinkhole Mirage Arcane
Hold Person Greater Invisibility Plane Shift
Immovable Object Hallucinatory Terrain Prismatic Spray
Invisibility Locate Creature Project Image
Levitate Phantasmal Killer Reverse Gravity
Locate Animals or Plants Polymorph SupernovaAstromancer
Locate Object Sickening Radiance Symbol
LunacyAstromancer Summon Aberration Teleport
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Consuming Void
Astromancer Spells Necromancy cantrip
Astral Jaunt Casting Time: 1 action
5th level conjuration Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 120 feet Duration: Instantaneous
Components: V, S, M (a piece of whalebone scrimshaw) You devour a portion of a creature's potential energy, warding
Duration: Instantaneous yourself with a measure of their essence. A target that you
You thin the dimensional veil between your location and the can see within range must make a Constitution saving throw
Astral Plane, allowing you to teleport to an unoccupied space or take 1d6 necrotic damage. You immediately gain
that you can see within range. Immediately after you teleport, temporary hit points equal to the amount of damage dealt
a sliver of gossamer cloud lacerates the area between your until the start of your next turn.
previous space and your new one. Each creature in a 5-foot The spell’s damage increases by 1d6 when you reach 5th
wide line between these two spaces must make a Dexterity level (2d6), 11th level (3d6), and 17th level (4d6).
saving throw or take 6d8 force damage and be unable to Detect Rift
magically move from their space until the end of their next
turn. On a successful save, a creature takes half as much 3rd level divination (ritual)
damage and is not prevented from magical movement. Casting Time: 1 minute
At Higher Levels: When you cast this spell using a spell slot Range: Self
of 6th level or higher, the damage increases by 1d8 for each Components: V, S, M (a compass made of gold)
slot above 5th. Duration: 1 hour
You meditate for a moment, heightening your sensitivity to
Bow Shock breaches in the fabric of the universe. You gain the ability to
4th level evocation sense the location of all planar portals within 1 mile of you
Casting Time: 1 reaction, which you take when an ally hits for the duration of the spell.
with an attack against a target within range You know how far away and what direction any portals are
Range: 60 feet in, as well as have advantage on ability checks to dispel or
Components: V, S counter planar travel (as in counterspell and dispel magic
Duration: Instantaneous when used on blink or gate) for the duration of the spell.
When an ally hits a creature that you can see within range
with a melee or ranged weapon attack, you add an additional
3d8 force damage to the attack's damage roll. Each creature
in a 15-foot cone on the opposite side of the target from the
triggering attack must make a Dexterity saving throw or take
the same amount of additional force damage as the target, or
half as much on a success.
At Higher Levels: When you cast this spell using a spell slot
of 5th level or higher, the damage increases by 1d8 for each
slot above 4th.
Comet Tail
3rd level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 minute
Touch a willing creature to imbue them with a burning aura.
For the duration, the target's speed increases by 10 feet.
Additionally, as the target moves they leave behind a wall of
burning gas as wide and tall as the target in the spaces they
travel through, which lasts until the start of their next turn.
Any creature other than you or the target that enters or
starts their turn within a 5-foot radius of the tail must make a
Dexterity saving throw or take 2d8 fire damage, or half as
much on a success.
At Higher Levels: When you cast this spell using a spell slot
of 4th level or higher, the speed increases by 5 feet and the
damage increases by 1d8 for every two slots above 3rd.

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Entropy Lunacy
4th level necromancy 2nd level enchantment
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You focus the decaying essence of impending cosmic death You afflict a creature with mild insanity, disrupting their
onto a point of your choice within range, draining life from all recognition of beings around them. A target of your choice
beings. Each creature within a 20-foot radius sphere that you can see within range must make an Intelligence
centered on that point must make a Constitution saving saving throw or perceive two humanoids of your choice that
throw. Creatures take 4d8 necrotic damage on a failed save both you and the target can see as the other. Each time the
and their speed is halved for the duration of the spell. target takes damage, it can repeat the saving throw, ending
Creatures that succeed on the saving throw take half damage the effect on a success.
and are not slowed by this effect. An affected creature's mind fills in any gaps in differences
A target which fails the saving throw must also make a of voice, gait, how the positions of selected creatures
Constitution saving throw at the end of each of its turns, or changed, and treats them appropriately as friends and
take an additional 2d8 necrotic damage. On a successful enemies for the duration of the spell.
save, the target takes no damage and the spell's effect ends
for that creature. Magnetic Ward
5th level abjuration
At Higher Levels: When you cast this spell using a spell slot Casting Time: 1 action
of 5th level or higher, the initial damage increases by 1d8 for Range: Self
each slot level above 4th. Components: V, S
Everwarp Duration: Concentration, up to 1 minute
8th level conjuration You create a 20-foot radius sphere of repulsing magical
Casting Time: 1 action energy centered on you for the duration. This area is an
Range: Touch electromagnetic bubble and only affects objects you select.
Components: V, S, M (two interwoven loops of golden thread Creatures of your choice that possess or are wearing
worth at least 200gp in total, which the spell consumes) metallic objects, such as a metal weapon or a suit of heavy or
Duration: 1 hour medium metal armor that come into contact with the edge of
the sphere must make a Strength saving throw or take 3d8
You touch a creature, providing them with spatial boons that lightning damage and are unable to cross the border.
allow their attacks to warp through portals in the fabric of Creatures that succeed take half damage and can pass.
local reality. For the duration, the target's melee attack range Projectiles that consist of metal which contact the sphere's
increases by 10 feet and attacking at long range does not boundary can not pass through. You can use your reaction
impose disadvantage on their ranged weapon attack rolls. when a ranged attack is blocked by this effect to fire a
Additionally, once per turn, when the target makes a melee charged projectile back towards the creature that shot it,
or ranged weapon attack against a creature, they can choose forcing the creature to make a Dexterity saving throw or take
to teleport up to 10 feet away from their current position to a 3d8 lightning damage, or half as much on a successful save.
currently unoccupied space that they can see immediately
after the attack for the duration of the spell. At Higher Levels: When you cast this spell using a spell slot
of 6th level or higher, the damage increases by 1d8 for each
slot level above 5th.

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Recall Positionality Star Sight
6th level conjuration 9th level divination
Casting Time: 1 action Casting Time: 1 minute
Range: 120 feet Range: Self
Components: V, S, M (diamond dust worth at least 200gp) Components: V, S
Duration: Concentration, up to 10 minutes Duration: 8 hours
Choose up to three creatures that you can see within range You call up to a friendly spirit of the stars themselves,
and summon an intangible beacon of stardust and starlight requesting aid in your current endeavors. You can make a
centered on the space each target occupies when this spell is request of the spirit, which telepathically understands and
cast which lasts for the duration. The beacon sheds bright communicates with you, doing its best to complete the task
light in a 5-foot radius and dim light for an additional 10 feet. you have assigned it. You can choose one of the following
A creature you target with this spell can use its bonus options for your request:
action to immediately teleport to the space of a beacon. Once Observe: Have the spirit survey the world from the skies,
a target teleports to a beacon, the beacon disappears. The watching over a single creature of your choice on the same
waning starlight from a disappearing beacon wraps around plane of existence from afar, able to observe and track the
the target that teleports to it, causing the target to also target as long as it is not obscured by magic. The spirit
immediately gain 2d8 temporary hit points. telepathically reports its observations to you when requested
for the duration of the spell.
At Higher Levels: When you cast this spell using a spell slot Obscure: You can request an illusory glamour fashioned
of 7th level or higher, you can choose an additional creature from pure starlight to hide each creature of your choice
for each slot level above 6th. within 60 feet of you for the duration of the spell. The spirit
creates a mystical ward surrounding you, concealing the
Relativity targets from all effects or spells that allow vision, detect
1st level transmutation location, or sense creature type, such as the scrying spell, the
Casting Time: 1 bonus action locate creature spell, or a paladin's Divine Sense.
Range: 60 feet Uncover: You can request a vision of the past in order to
Components: V, S, M (a rabbit's foot and a turtle's shell) magically view a recreation of an event or time of your choice
Duration: Concentration, up to 1 minute that occurred within 500 feet of you. You enter a trance for up
to the duration of the spell, experiencing events that
You attempt to simultaneously slow and hasten the ambient transpired in real time as though you were present, although
energy surrounding nearby creatures. A target of your choice unable to interact in any way. You can end this effect at any
within range must make a Wisdom saving throw or have its point before the spell ends. Any areas affected by an
speed reduced by 10 feet for the duration of the spell. antimagic field during the event or time that you are viewing
If a target fails this saving throw, you can also select a are unable to be observed, appearing as dark and silent voids.
creature within range and increase its speed by 10 feet until
the spell ends. This effect can not reduce a target's speed
below 0 nor give speed to a creature beyond the amount of
reduced speed. Targets with no movement speed
automatically succeed the saving throw.
At Higher Levels: When you cast this spell using a spell slot
of 2nd level or higher, you can slow and hasten creatures by
an additional 5 feet for each slot level above 1st.
Reselect Space
6th level conjuration
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
You create a 40-foot radius sphere of fluctuating spatial
energy centered on a point of your choice within range,
manipulating the positions of creatures inside of it. When you
cast this spell, and and as a bonus action on your subsequent
turns, you can select one creature that you can see within the
area and immediately teleport it up to 20 feet from its
position to a currently unoccupied space that you can see
within the sphere.
An unwilling creature that you target with this spell must
make a Wisdom saving throw to resist this effect.

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Supernova
7th level evocation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a clear glass marble)
Duration: Instantaneous
You summon the ferocious explosion of power unleashed by a
dying star in a 20-foot radius sphere centered on a point you
choose within range. Each creature within this area must
make a Dexterity saving throw or take 8d6 fire damage on a
failed save or half as much on a success.
The explosion you summon then increases beyond your
control, dealing an additional 8d6 fire damage within a 40-
foot radius sphere centered on the same point at the start of
your next turn and requiring another Dexterity saving throw
for creatures in the area, dealing half damage on a success.
At Higher Levels: When you cast this spell using a spell slot
of 8th level or higher, the initial radius increases by 10-feet
and the secondary radius increases by 20-feet for each slot
level above 7th. The damage of each explosion also increases
by 1d6 for each slot above 7th.
Wall of Dusk
5th level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a small bottle of ash)
Duration: Concentration, up to 10 minutes
A wall of shadowy gloom appears at a point you choose
within range. The wall appears in any orientation you select:
horizontally, vertically, or diagonally. It can be free floating, or
it can rest on a solid surface. The wall can be up to 60 feet
long, 10 feet high, and 5 feet thick. The tenebrous wisps that
constitute the wall block line of sight, but creatures and
objects can pass through it.
Creatures of your choice that pass through the wall
become invisible until the spell ends, as shadows coalesce
around them. Anything the target is wearing or carrying is
invisible as long as it is on the target’s person. The spell also
ends for a target that attacks or casts a spell.
Each time a creature gains invisibility from this effect,
reduce the length of the wall by 10 feet. If the wall’s length
drops to 0 feet in this way, creatures that are invisible from
this effect remain so while you maintain concentration on
this spell or until one of the other conditions to end it is met.
At Higher Levels: When you cast this spell using a spell slot
of 6th level or higher, you can increase the length of the wall
by 10 feet for each slot level above 5th.
Multiclassing
Multiclassing Prerequisites
Class Ability Score Minimum
Astromancer Wisdom 13

Multiclassing Proficiencies
Class Proficiencies Gained
Astromancer —

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This is Your Life Bond to The Beyond
To help you create your astromancer, you can use the
suggestions found on the following tables to help you decide d6 Bond
your character's backstory and goals. 1 You are uncertain about your relationship to this magic
and hope to know more as you develop.
Call of Power 2 You have felt plagued by this magic your entire life.
The majority of astromancers experience some sort of event 3 The light and dark have always fascinated you.
or come from a long tradition of practitioners that led them to
adopt their craft and ability to tap into cosmic energy. These 4
You have difficulty understanding many things, except
callings may be quite distinct, varying between small and the mystifying workings of the universe around you.
large influences in the life course of these powerful casters. Protecting the celestial design with cosmic power is
5
your most precious duty.
Call of Power
6 You savor your power, regardless of its origin.
d6 Call
1 You received glorious visions from an astral being.
Inspiration for Adventure
You had planned on becoming a cleric, but found their
2 worship too constraining for your lofty dreams. Why have you ventured forth from your hermitage or
observatory? Do you believe that a great calamity may soon
3 You were kidnapped as a child, forced to join a befall the world and that you have the vision to stop it? Maybe
secretive sect that gifted you arcane power. you have been sequestered, requiring exploration for a
perspective that cannot be granted by simple study.
4 Your family are a long line of astromancers that expect Gaining a full understanding of the universe is a nearly
great things from you.
futile effort, but gathering experience from around the world
5 You happened upon a tower belonging to a master and planes may prove to be the most fruitful endeavor for this
who took you in and showed you cosmic patterns. goal. Think about what prompted you to set out on your
6
You have always had a knack for understanding the current adventure and how this may affect your viewpoint.
complex grandeur of cosmic mechanics.
Inspiration for Adventure
Bond to the Beyond d6 Inspiration
Most people understand the world through their lived 1 Whispers from the cosmos tempt you to seek danger.
experiences and require proof to add new information to 2 A deity of the night sky has given you a sacred charge.
their perspective. Astromancy conflicts with this expectation,
being a set of disciplines which are focused specifically on 3 You aim to enact your own view of order in the world.
things which occur beyond the horizons of the world. Your reading of the stars indicates a great change that
Consider how you might relate to your power. Is it 4
will soon befall the world.
something you came to believe in later in life? Have you held
a fascination with light and stars from childhood? Perhaps 5 You have a burning desire to slaughter your enemies.
you desired power anywhere you could find it? 6 You yearn for vision only attainable from exploration.

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Codex of Cosmic Mechanics
Astromancer Items Wondrous Item, very rare (requires attunement by an
Amulet of Astral Adepts astromancer)
Wondrous Item, rare (requires attunement by an This thick tome is bound in dark leather, densely incribed
astromancer) with diagrams that describe advanced celestial
This small pendant is comprised of a ring of plated gold inset circumstances and relationships. The book has 4 charges,
with a bright gem, glittering with gossamer strands of the and it regains ld4 expended charges daily at dawn. You can
astral sea encased inside. This amulet helps you connect use the charges in the following ways while holding it:
more closely to those around you by drawing on the psionic You can expend 2 of its charges to cast arcane gate, recall
qualities of the Astral Plane. You can speak telepathically to positionality, or reselect space, using your spell save DC.
any creature that possesses one of your Starmotes within When you give a creature a Starmote, you can expend 1
120 feet of you. The creature understands you only if the two charge to cause them to gain blindsight out to a range of
of you share a language. You can speak telepathically in this 30 feet for 1 minute.
way to one creature at a time. When a creature that possesses one of your Starmotes is
hit by an attack, you can use your reaction to expend 1
charge to teleport the creature up to 10 feet to an
unoccupied space you can see. If the new position of the
creature is out of range of the attack, it misses.
Cradle of Stars
Wondrous Item, rare (requires attunement by an
astromancer)
This diadem of bright gold is inset with brilliant opals, each
of which seems to possess clouds of multicolored and
shimmering dust within. While wearing this crown, you can
use your action to choose three 15-foot cubes centered on
points you can see within 120 feet of you and force each
creature these areas to make a DC 15 Dexterity saving throw.
Auroralight Robes Creatures take 4d4 radiant damage on a failed save, or half
Wondrous Item, uncommon (requires attunement by an as much damage on a successful one. You can expend your
astromancer) choice of currently active Starmotes to increase this damage
by 1d4 radiant damage for each Starmote chosen.
These robes seem white, but are woven of all colors, and if A creature in more than one area of this effect is affected
the wearer moves they shimmer and change hue so that the by all areas, but only makes a single saving throw. Once used,
eye is bewildered. These robes increase the range of dim light this item can't be used in this way again until the next dawn.
shed by your Starmote feature by 30 feet.

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Mantle of Eternal Continuum
Wondrous Item, legendary (requires attunement by an
astromancer)
This cloak of pure white and golden threading seems to
glimmer with indiscernible patterns as you will them to
occur. A powerful feeling to disassociate from your body fills
your mind whenever you lose focus while wearing this.
You gain these benefits while wearing this mantle:
If you are not wearing armor, your base Armor Class is 15
+ your Dexterity modifier.
You can summon or dismiss Starmotes as a bonus action.
You gain advantage on death saving throws and regain 1
hit point on a roll of 19 or 20.
You can cast the astral projection spell at will, targeting
only yourself, and your astral cord cannot be cut unless
you want it to be. Additionally, dispel magic will not dispel
this effect, unless you want it to.

Moonstone Amulet
Wondrous Item, uncommon (requires attunement by an
astromancer)
While wearing this amulet of lunar rock enmeshed within a
set of silver bands, you have darkvision out to a range of 120
feet, as long as you have one of your Starmotes active on
yourself. You also always know the time of night or day, as
well as the position and phase of the moon while you are
wearing this pendant.
Ring of Star Signs
Ring, very rare (requires attunement by an astromancer)
This ring has a mercurial form, constantly shifting the
designs of constellations that decorate the band of metal.
Every day at dawn you roll a d8 to determine what boon the
ring provides. You lose any boons you currently have
whenever you receive a new boon. When found, it provides
one of the d8 options that is chosen by the DM.
d8 Sign Boon
You have advantage on Wisdom (Perception)
1 The Owl
checks that rely on hearing or sight.
You have advantage on Dexterity (Stealth)
The
2 Serpent checks and have resistance to poison
damage.
You have a swimming speed equal to your
3 The Fish
walking speed and can breathe underwater.
You have advantage on Strength saving
4 The Bull
throws.
The You can add your proficiency bonus to one
5
Tome skill or tool of your choice.
When you regain hit points from a spell or
6 The other magical effect, you can regain an
Chalice
additional amount of hit points equal to 1d8.
The A creature that possesses one of your
7
Wings Starmotes gains a flying speed of 10 feet.
The You gain access to any other two boons of
8
Crown your choice that this ring provides.
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Robes of the Voidborn The Final Spark
Wondrous Item, rare (requires attunement by an Wondrous Item, very rare (requires attunement by an
astromancer) astromancer)
This robe is woven with the darkest onyx and ebony threads, A spark of creation has been bound within this small crystal
seemingly dimming the light around it. While you wear this sphere in order to protect it. This translucent orb counts as
robe, you gain the following benefits: an arcane focus for you. The orb weighs 1 pound, has an AC
of 15, has 50 hit points, and has resistance to all damage
You have resistance to radiant damage as long as you have except bludgeoning, piercing, and slashing damage done by
one of your Starmotes active on yourself . magical weapons that are adamantine. The orb regains all
You have advantage on Dexterity (Stealth) checks while in missing hit points at dawn.
areas of dim light or darkness. If the orb is destroyed, the raw cosmic power within erupts.
You can speak the command word as an action to cause Every creature in a 60-foot radius sphere of the orb must
dark tendrils to burst forth from the robe, forcing one make a DC 20 Dexterity saving throw or take 10d6 force
creature of your choice within 5 feet of you to make a DC damage and 10d6 radiant damage on a failed saving throw, or
14 Dexterity saving throw or take 2d8 bludgeoning half as much on a successful one.
damage and become restrained until the start of your next While holding this orb, you can draw on the force of the
turn. A creature that succeeds on the saving throw takes spark within. You can use an action to make a ranged attack
half damage and is not restrained. Once used, the robe roll against a creature of your choice within 120 feet of you,
can't be used in this way again until the next dawn. using your spell attack bonus. On a hit, the target takes 5d6
force damage and 5d6 radiant damage. Once this effect is
Scepter of the Starseeker +1, +2, +3 used, it can not be used again until the next dawn.
Rod, uncommon (+1), rare (+2), very rare (+3) (requires If this item is not used for 7 consecutive days, the spark's
attunement by an astromancer) power grows. The next time you make this attack after this
While holding this rod, you gain a bonus to spell attack rolls period, it also creates a line up to 120-feet long and 5-feet
and to the saving throw DC of your astromancer spells, which wide, ending at the target. Each creature in this line other
is determined by the item's rarity. Additionally, you can than the target must make a DC 16 Dexterity saving throw or
increase your maximum number of Starmotes by one take the same amount of damage as the target on a failed
additional Starmote than indicated on the Active Starmotes save, or half as much on a successful one.
column of the Astromancer table for your level.

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Magic Items
Armillary Observatory
Wondrous Item, very rare
This small disk of brass and golden bands is marked with
numerous platinum glyphs to signify protection and
divination. You can spend 1 minute to transform the item into
an armillary sphere and speak its command word. The
sphere enlarges into an observatory that remains in place
until you use the command word that dismisses it, which only
works if the observatory is empty.
The observatory is a dome, 120 feet in diameter. The
observatory exists as a large room surrounded by an
armillary sphere with a massive telescope. Each creature in
the area where the observatory appears is conveniently
avoided by the growing series of armillary sphere bands and
the room. Objects in the area that aren’t being worn or
carried are pushed to an unoccupied space outside but next
to the dome.
The observatory contains a single large room and is
luxuriously furnished. The room contains the telescope, a
single door, writing desks, and a series of floating magical
globes with faint depictions of different worlds imprinted on
them. The ceiling of the room is malleable, reflecting any
constellations or night skies that the user decides. The room
also possesses 18 large bookcases laid into the walls that
may be folded down and pulled out into comfortable bedding.
The books and scrolls contained within the observatory can
appear to be those that the user has read before or that have
been previously placed on the bookshelves by users of this
item.
If a creature finishes a long rest within the observatory,
they gain a slight insight into their coming future from the
ambient astromagical energy within the dome. The creature
gains a 1d6, which they can roll and add the number rolled to
one ability check, attack roll, or saving throw it makes until it
finishes its next long rest.
Furnishings and other objects created by this item
dissipate into mist if removed from the dome and reappear in
their location when the item is next used. The bands and
walls of the room each have 100 hit points. If the observatory
is damaged, it slowly repairs the damage over 7 days.

Bead of Horrific Beings


Wondrous Item, uncommon
This small bead of obsidian contains a captured entity from
the very edge of existence. When you use an action to break
the bead, a Star Spawn Aberrant Spirit is summoned as if
you had cast the summon aberration spell, and the bead's
magic is lost.

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Bottled Starlight
Wondrous Item, rare (requires attunement)
This glimmering crystal decanter possesses 3 charges that
refresh daily at dawn. You can spend an action to uncork this
bottle and expend 1-3 charges, causing brilliant starlight to
spill forth in a 30-foot cone originating from you in a direction
of your choice. Each creature in this area gains temporary hit
points equal to 1d8 per expended charge for up to 1 hour.
Bright light remains in this area for a number of rounds
equal to the number of charges expended and this area sheds
dim light for an additional 10 feet.

Lunarune Quill
Wondrous Item, uncommon
The tip of this beautiful owl-feather quill radiates a soft
spectral glow that briefly lingers on any writing you create.
You gain advantage on any ability checks you make to create
a physical forgery of a document using this quill.
Additionally, while holding this item, when you write on
parchment, paper, or some other suitable writing material
you can speak the item's command word to cast an illusion
on the script which lasts until dispelled. This illusion makes
the writing invisible to all creatures except when in
moonlight. You can designate whether this triggering light is
from all moonlight or from a specific phase of the moon when
you use the item in this way.

Nebulous Necklace
Wondrous Item, rare
This necklace of sparkling amethyst has a variety of subtle
lights that shine within it, but only upon close inspection.
While wearing it, you can cast one of your choice of the blur
or silent image spells. If you cast silent image in this way, it
requires a creature to succeed on a DC 14 Intelligence
(Investigation) check to discern the true nature of the illusion.
After either spell is cast using this item, the necklace can't be
used in this way again until the next dawn.
Pouch of Stardust
Wondrous Item, very rare
This pouch contains 1d4+1 pinches of glittering powder,
which seems to scintillate even without light present. You can
spend an action to take a pinch from this pouch and toss it
into the air around you. Up to 4 creatures of your choice
within 10 feet of you gain the effects of true seeing for 1 hour.

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Ring of the Nightbringer
Ring, very rare (requires attunement)
This ring of iron and gray diamond possesses 4 charges and
regains 1d4 charges at dawn. You can use the charges in the
following ways while holding it:
Sleep. You can expend 1 charge to cast sleep from the
ring. The wearer can expend additional charges to
increase the spell's level by 1 for each extra expended
charge.
Dark Walker. You can expend 2 charges to cast either
darkness or darkvision from the ring.
Native of the Night. You can use an action to expend 4
charges and give up to 6 creatures of your choice within
10 feet of you advantage on Dexterity (Stealth) ability
checks for up to 1 hour. When affected in this way, a
creature also gains 10 feet of movement speed while in
areas of darkness.
River of Stars
Weapon (whip), rare (requires attunement)
This whip's handle is made of twisting ebony wood,
connected to a thong and fall of spectral stars. You gain a +1
to hit and damage rolls made with this weapon. When you hit
with an attack using this magic whip, the attack does an
additional 1d4 radiant damage.
As a bonus action, you can speak the command word to
cause the whip to extend an additional 5 feet in length for 1
minute, the extra reach seemingly formed by pale radiant
starlight. For the duration, the whip also sheds dim light in a
Revelationist's Lightward 10-foot radius. This property can't be used again until the
Armor, very rare (requires attunement) next dawn.
This shield is a radiant aegis, marked with astromagical
runes and inlaid with luminous gems. While holding this
shield, you have a +1 bonus to AC. This bonus is in addition to
the shield's normal bonus to AC. While holding this shield,
you also have resistance to radiant damage.
The shield has 3 charges and it regains 1d3 expended
charges daily at dawn. You can use the charges in the
following ways while holding it:
Blinding Retribution. When you are hit by an attack by a
creature within 30 feet of you, you can use your reaction
to expend 1 charge to cause a brilliant flash, forcing the
attacking creature to make a DC 15 Constitution saving
throw or become blinded until the end of their turn.
Divine Intervention. When a creature within 30 feet of
you takes damage, you can use your reaction to expend 1
charge to halve the damage the creature takes and then
take damage equal to the amount of damage prevented.
This property does not transfer any other effects that
might accompany the damage, and this damage can’t be
reduced in any way.
Martyrdom. You can use a bonus action to expend 2
charges to shed bright light in a 20-foot radius and dim
light for an additional 10 feet, as well as give yourself
advantage on all attack rolls and saving throws until the
end of your next turn. You can only expend charges in this
way if you start your turn in combat with fewer than half of
your hit points remaining. This effect ends early if you
have more than half of your hit points.
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Shiftingsky Spire
Staff, legendary (requires attunement by a spellcaster)
Considered to be the grandest of items to be crafted by early
astromancers, the Shiftingsky Spire is a mercurial staff that
develops alongside its owner. This treasure changes its state
and grants access to greater might, in the form of various
spells, as well as celestial and gravitational powers. The
Shiftingsky Spire also transforms as it grows in ability in
order to emulate the majestic appearance of cosmic bodies,
such as the moon or stars.
The times at which this staff might change from one state
to the next largely depends on its wielder and their
experiences. It may shift from its dormant state to its
awakened one after its owner goes through a particularly
intense or emotional trial, or may undergo a change to its
exalted form once the spellcaster using it reaches a certain
level of power or understanding.

Dormant
While the Shiftingsky Spire is in a dormant state, the staff
has 8 charges and regains 4 (1d4+2) charges daily at dawn.
While holding the staff, you can expend 1 or more of its
charges to cast the following spells from it, using your spell
save DC: relativity (1 charge), lunacy (2 charges), or skywrite
(2 charges).
Additionally, while holding this staff, you can use an action
to expend 1 charge and create a Lesser Starmote for a
creature within 60 feet of you. This Lesser Starmote sheds
dim light in a 30-foot radius and lasts for up to 8 hours. The
mote and this light are only visible to the creature. This
Lesser Starmote disappears if you create another one.

Awakened
When the Shiftingsky Spire reaches an awakened state, you
gain the following benefits:
The staff has 12 charges and regains 5 (1d6+2) expended
charges daily at dawn.
You can also spend charges to cast the following spells
from the staff: vortex warp (2 charges) or detect rift         
(2 charges).
You have a +1 to spell attack rolls and your spell save DC
increases by 1.

Exalted
When the Shiftingsky Spire reaches an exalted state, you
gain the following benefits:
The staff has 20 charges and regains 6 (1d8+2) expended
charges daily at dawn.
You can also spend charges to cast the following spells
from the staff: recall positionality (6 charges), reselect
space (6 charges), or crown of stars (7 charges).
As a bonus action, you can create a minor gravitational
warp in your local area. You can choose one creature that
you can see within 30 feet of you and the target must
succeed on a Strength saving throw against your spell
save DC or be moved 10 feet toward or away from you.

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Sigilian Star Charts
Wondrous Item, legendary (requires attunement by a
spellcaster)
One of the greatest treasures to have come from the
legendary city of Sigil, these charts are thought to have
belonged to the Lady of Pain, herself, before they were stolen
away during the Faction War. This stellar atlas possesses the
following properites:
While holding these charts, you know the banishment,
demiplane, plane shift, and teleport spells.
The maps will always show the current layout of the
multiverse and planes, updating every day at dawn. While
holding them, you can make a DC 25 Intelligence
(Investigation) check to try and locate any world or plane
in existence as long as you know the location's name or
ruling entity. If you fail this check, you suffer 1 level of
exhaustion and the charts cannot be read again until the
next dawn.
If you use this item to discover the location of a plane
while holding these maps, you do not need to possess a Starfall
forked rod attuned to that plane to travel there with the Weapon (glaive), very rare (requires attunement)
plane shift spell for 24 hours.
This dark blue and ivory glaive possesses a strange, yet
graceful crescent curve to its blade. You gain a +2 bonus to
attack and damage rolls made with this weapon. While
holding this glaive, you have resistance to necrotic or radiant
damage. You choose between these resistances when you
finish a long rest.
As an action, you can swing this glaive in an arc in front of
you, sending forth a wave of radiant energy. Each creature in
a 30-foot long and 10-foot wide line originating from you in a
direction of your choice must make a Dexterity saving throw
or take 4d8 radiant damage on a failed save, or half as much
damage on a successful one. This property can't be used
again until the next dawn.
Starseer's Astrolabe
Wondrous Item, uncommon
This golden astronomical instrument is inlaid a series of
glyphs that help to predict forthcoming weal or woe. You have
advantage on Wisdom (Survival) checks to determine your
location or direction while using this astrolabe.
While holding this item, you can cast the augury spell with
it without requiring material components. The astrolabe can't
be used in this way again until the next dawn.
Starsunder
Weapon (scimitar), very rare (requires attunenment)
This scimitar consists of a silver handle connected to a black
blade, seemingly pulling in the light around it. You have a +1
bonus to attack and damage rolls made with this weapon.
When you make an attack roll with this weapon against a
creature and hit while you or the target are in an area of
darkness, the weapon deals an additional 1d6 force damage.
When you attack a creature with this weapon and roll a 20 on
the attack roll while you or the target are in an area of
darkness, the target must also succeed on a DC 14 Wisdom
saving throw or immediately use its reaction, if available, to
move half its speed away from you. The creature doesn’t
move into obviously dangerous ground, such as a pit.
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Sunfire Signet
Ring, rare (requires attunement)
This ring is comprised of a brilliant gold band inset with a
bright and impressive ruby, which gives off a slight warmth in
its immediate vicinity. While wearing this ring, you have the
following benefits:
You can cast produce flame (spell attack modifier +6).
You deal an additional 1d4 fire or radiant damage (your
choice) to a creature or object that you damage with an
attack or spell that deals fire or radiant damage.
When you take damage that would reduce you to 0 hit
points, you can cause an explosion of sunfire in your
immediate vicinity. Each creature within 5 feet of you
must make a DC 14 Dexterity saving throw, taking fire or
radiant damage (your choice) equal to your level on a
failed save, or half as much on a successful one. The ring
can't be used in this way again until the next dawn.
Tailor's Starthread
Wondrous Item, common
This thread is imbued with light amounts of stardust and
used by clothiers and enchanters alike. The illusory
properties of the stardust allows you to change the color or
pattern of any item of clothing.
When this thread is woven into an outfit, the wearer can
use a bonus action for it to shed dim light in a 5-foot radius
for up to 1 minute. The light created by this effect is magical,
but other effects of magical light or darkness, such as the
effects of the light or darkness spells, that overlap these areas
will take priority over this feature for as long as they remain.
This property can't be used again until the next dawn.
Temporal Treads
Wondrous Item, uncommon
These boots or shoes endure well yet are strangely cobbled,
seemingly wavering slightly in space, even when perfectly
still. While wearing them, you can use a bonus action to gain
10 feet of speed until the end of your turn. When you use
these treads in this way, you also lose 10 feet of speed on
your following turn.
Additionally, you can cast relativity (spell save DC 12), but
can only target yourself with the hastening portion of the
spell. This property can't be used again until the next dawn.

Twilight Watcher's Band


Wondrous Item, rare (requires attunement)
This bracelet of cobalt-tinged platinum possesses strange,
but useful, properties concerning the passage of time. While
wearing this item, you can cast your choice of the haste or
slow (spell save DC 14) spells.
After either spell is cast using this item, the bracelet can't
be used in this way again until the next dawn.

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Unstable(ish) Spatial Fracture Device Void-Tainted Rations
Wondrous Item, rare Wondrous Item, uncommon
This perfectly smooth and strangely ominous small silver ball This kit of dried food has somehow come into contact with an
is inset with small windows of glass, a couple of which have alien ichor from beyond the world and plane. A creature that
noticeable cracks. You can use an action to throw the device eats the food inside gains the following effects in a random
into the air immediately above you and speak its command order of the DM's choice, gaining a new effect every day after
word. The sphere shines briefly before emitting wild spurts of finishing a long rest, which lasts until removed by greater
energy, randomly summoning pairs of linked teleportation restoration, remove curse, or wish.
portals in the area. The portals created by this effect last for 1
minute, are circular, have a 10 foot diameter, and are glowing The creature gains a vestigial tentacle of random length
rings filled with blacked void. The portals hover inches from and color connected to a random place on their body.
the ground and perpendicular to it at the points you choose. The creature's skin becomes slightly rubbery to touch.
When this occurs, roll a d4. This determines how many The creature's eyes lose their whites, irises, and pupils;
pairs of portals the device creates. For each pair of portals, simply becoming a glistening black.
roll a d6 and multiply the result by 10. This determines how The creature's perspiration becomes green slime.
many feet from the space of the device that both linked All words spoken by the creature can be understood by
portals are created. For each pair, also roll a d8 and assign a creatures that speak Deep Speech.
direction to each die face. Roll a d8 for the first portal and The creature occasionally hears incomprehensible
then a d8 for the second of each pair. Reroll the d8 for the whispers while they are by themselves.
second portal if the result of the d8 is the same as the first. The creature's shadow is darker than the shadows of
If a portal would open in a space occupied by a creature or other creatures and objects around it.
object, nothing appears for that pair of portals. Any creature If a creature possesses all of these effects, they also gain
or object entering a portal exits from its paired portal as if the telepathy out to a range of 30 feet. If an effect that a creature
two were adjacent to each other. When a creature enters a possesses is removed after it begins to gain effects in this
portal, they roll a d100. On a roll of 1, the creature is way, the creature is considered no longer affected by this item
teleported to a random space within 1 mile. The void that fills and does not gain new effects, although it still retains any
each portal is opaque and blocks vision through it. This other effects it has gained.
property can't be used in this way again until the next dawn.
Void Essence Volume of the Impending End
Potion, rare Wondrous Item, very rare (requires attunement)
This vial of blackened liquid is the result of distilling the dark This tome is filled with ravings of prophetically announced
nature of the endless expanse and tenebrous night into an cosmic catastrophe that bring visions of madness to your
oily tincture. The liquid can cover a Medium or smaller mind while it is open. While holding this book you gain 3
creature, along with the equipment it's wearing and carrying charges. You can use 1 charge to slightly foresee the future,
(one additional vial is required for each size category above giving you advantage on an ability check, attack roll, or saving
Medium). Applying the potion takes 10 minutes. The affected throw that you make, which you must declare before you roll.
creature then gains the following benefits for 8 hours: The tome regains 1 expended charge daily at dawn.
The creature has advantage on Dexterity (Stealth) checks. Cursed: The user is unwilling to unattune from this item.
The creature has darkvision out to a range of 120 feet. Additionally, if the user gains advantage on a roll using this
The creature gains the effects of nondetection. item, they only regain half the amount of hit points they
should from magical healing until they finish a long rest.
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Warp Focus
Wondrous Item, uncommon
This arcane focus is a small amethyst orb imbued with minor
gravitational magic. As a bonus action, you can try to move
one creature you can see within 30 feet of you. When you do
so, the target must succeed on a DC 12 Strength saving
throw or be moved 5 feet toward or away from you.
Worldwarder's Wraps
Wondrous Item, rare (requires attunement)
These brown and black leather gloves constantly trickle with
dust, which gives off the impression that they are quite dirty
at all times. While wearing these gloves, you become aware
of the true nature of any aberration, celestial, fey, or fiend by
sensing what type of creature it is upon touching them.
Additionally, you can cast banishment (spell save 15).
These gloves can't be used in this way again until the next
dawn.

Wanderlight Lantern
Wondrous Item, rare (requires attunement)
This lantern shines with concentrated luminosity from the
stars, which can light the way for you even in the darkest of
times. While holding this item, you can use a bonus action to
lift the lantern and cause it to shed bright light in a 10-foot
radius and dim light for an additional 10 around you for up to
1 hour. The bright light ends any area of magical darkness
that it touches. This lantern can't be used in this way again
until the next dawn.
While the lantern is shining light in this way, you can use a
subsequent bonus action to cause the lantern to swing in a
direction, showing you which way is true north.

Zenith Blade
Weapon (any sword), very rare (requires attunement)
This flaming blade embodies the relentless ferocity of the sun
at its apex, only ceasing its flaming brilliance while inside a
sheath. When you hit with an attack using this blade, the
target takes an additional 1d8 fire damage.
Additionally, you can wield the intense gravitational pull of
the sun when striking with this blade. Once per turn when
you hit a creature with an attack, you cause them to lose half
their speed until the end of their next turn. If you make an
opportunity attack against a creature affected in this way, you
have advantage on the attack.

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Monsters

T
he creatures that exist which have either been     Singularly Non-Psionic. Paradoxical to the extreme,
affected in some way by cosmic powers or these creatures that epitomize the realm of psionics have no
have originated from beyond a physical world such powers, themselves. Although these dragons can grow
are numerous. Such as with races, the to be immensely powerful spellcasters, their breath and bites
following creations are simply examples of inflict psychic damage, and they can naturally sense when
creatures that an adventuring party may come psionic abilities being used for several miles around them,
in to contact with, whether to fight or parlay. they cannot actually use psionics to cast spells or affect
others. This limitation, however, does not prevent these
Astral Dragon beings from becoming some of the greatest powers in both
the Astral Plane and the multiverse beyond.
Majestic, powerful, dignified, and beautiful. Astral dragons are
a breed of exceedingly magical dragons that are native to the
Astral Plane. These dragons possess many unique qualities
that result in them being some of the greatest of dragons,
such as their eggs strangely growing to become their lairs,
Astral Dragon
their rumored circumvention of bans on magic above 9th Wyrmling
level, or their wingless, yet graceful ability to fly through the Medium dragon, neutral
gossamer starscape of the astral sea.
Astral Travelers. While astral dragons are native to the Armor Class 17 (natural armor)
Astral Plane and spend the majority their time there, they Hit Points 32 (5d8 + 10)
have the innate ability to travel to any plane they wish. They Speed 30 ft., fly 60 ft. (hover)
must do this in order to age, as they are unable to do so while
in the astral sea. These beings do not travel without caution,
however, as they are in danger of contracting a disease, STR DEX CON INT WIS CHA
known as astrolomitis, whenever they move to a foreign
plane. This causes these dragons to violently rampage across 15 (+2) 12 (+1) 14 (+2) 13 (+1) 10 (+0) 13 (+1)
wherever they are stranded, until they can be put down or
somehow find their way back to their home. Saving Throws Dex +3, Con +4, Wis +2, Cha +3
Skills Perception +4, Stealth +3
Damage Immunities psychic
Condition Immunities charmed, frightened, prone
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 14
Languages Draconic
Challenge 2 (450 XP)

Astral Native. The dragon can cast plane shift (self


only) at will without material components, but only
to the Astral Plane while it is in any other plane.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (1d10 + 2) piercing damage plus
2 (1d4) psychic damage.
Astral Breath (Recharge 5-6). The dragon exhales a
wave of astral force in a 15-foot cone. Each creature
in that area must succeed on a DC 12 Wisdom
saving throw. On a failed save, a creature takes 9
(2d8) psychic damage and is affected by the effect
of the confusion spell until the end of their next
turn. A creature that succeeds the saving throw
takes half damage and is not affected by the
confusion effect.

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Young Astral Dragon
Large dragon, neutral

Armor Class 18 (natural armor)


Hit Points 152 (16d10 + 64)
Speed 40 ft., fly 80 ft. (hover)

STR DEX CON INT WIS CHA


21 (+5) 12 (+1) 19 (+4) 16 (+3) 11 (+0) 18 (+4)

Saving Throws Dex +5, Con +8, Wis +4, Cha +8


Skills Perception +8, Stealth +5
Damage Immunities psychic
Condition Immunities charmed, frightened, prone
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 18
Languages Common, Draconic
Challenge 9 (5,000 XP)

Astral Native. The dragon can cast plane shift (self


only) at will without material components, but only
to the Astral Plane while it is in any other plane.

Actions
Multiattack. The dragon makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 16 (2d10 + 5) piercing damage plus
4 (1d8) psychic damage..
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 12 (2d6 + 5) slashing damage.
Astral Breath (Recharge 5-6). The dragon exhales a
wave of astral force in a 30-foot cone. A creature in
that area must succeed on a DC 16 Wisdom saving
throw. On a failed save, a creature takes 45 (10d8)
psychic damage and is affected by the effect of the
confusion spell until the end of their next turn. A
creature that succeeds the saving throw takes half
damage and is not affected by the confusion effect.

Lair Actions
On initiative count 20 (losing initiative ties), the dragon can
take the following lair actions; the dragon can't take the same
lair action two rounds in a row:
Astral Misalignment. The dragon targets up to three
creatures of its choice within the lair, each of which must
make a DC 15 Wisdom saving throw or be teleported to an
unoccupied space that it can see in the lair.
Gravity Lapse. The dragon creates or warps the gravity of
the Astral Plane within its lair. The dragon temporarily
suspends the movement rules granted by the Astral Plane,
causing all creatures within the lair to move as though they
were on the Material Plane. This effect ends if the dragon
uses another lair action.
Sunder Spell. The dragon chooses one spell or magical
effect that it can see within the lair, which immediately ends.

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Adult Astral Dragon Actions
Huge dragon, neutral
Multiattack. The dragon makes three attacks: one with
its bite and two with its claws.
Armor Class 19 (natural armor)
Hit Points 212 (17d12 + 102) Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one
Speed 40 ft., fly 80 ft. (hover) target. Hit: 17 (2d10 + 6) piercing damage plus 5
(1d10) psychic damage..
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 13 (2d6 + 6) slashing damage.
23 (+6) 14 (+1) 22 (+6) 17 (+3) 13 (+1) 18 (+4) Astral Breath (Recharge 5-6). The dragon exhales a wave
of astral force in a 30-foot cone. Each creature in that
Saving Throws Dex +5, Con +8, Wis +4, Cha +8 area must succeed on a DC 19 Wisdom saving throw.
Skills Perception +8, Stealth +5 On a failed save, a creature takes 58 (13d8) psychic
Damage Immunities psychic damage and is affected by the effect of the confusion
Condition Immunities charmed, frightened, prone spell until the end of their next turn. A creature that
Senses blindsight 60 ft., darkvision 120 ft., passive succeeds the saving throw takes half damage and is not
affected by the confusion effect.
Perception 18
Languages Common, Draconic, telepathy 120 ft. Legendary Actions
Challenge 16 (15,000 XP)
The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
Legendary Resistance (3/Day). If the dragon fails a saving option can be used at a time and only at the end of
throw, it can choose to succeed instead. another creature's turn. The dragon regains spent
Astral Native. The dragon can cast plane shift (self only) legendary actions at the start of its turn.
at will without material components, but only to the Claw. The dragon makes one Claw attack.
Astral Plane while it is in any other plane.
Dimensional Drift. The dragon moves up to its flying
Spellcasting. The dragon is a 6th-level spellcaster. Its speed without provoking attacks of opportunity.
spellcasting ability is Intelligence (spell save DC 16, +8
to hit with spell attacks). The dragon has the following Psychic Singularity (Costs 2 Actions). The dragon focuses
wizard spells prepared: its mind at a point within 60 feet of it. Each creature
within 10 feet of this point must make a DC 19
Cantrips (at will): fire bolt, mind sliver, minor illusion, Intelligence saving throw or take 13 (3d8) psychic
prestidigitation                                                              damage and have their Intelligence score reduced by 2
1st level (4 slots): absorb elements, shield                   (1d4). If the d20 roll for this saving throw is a 20, a
2nd level (3 slots): invisibility, magic aura, mind whip creature does not have their Intelligence score reduced,
3rd level (3 slots): counterspell, intellect fortress, regardless of any modifiers.
sending, slow

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Ancient Astral Dragon Actions
Gargantuan dragon, neutral
Multiattack. The dragon makes three attacks: one with
its bite and two with its claws.
Armor Class 22 (natural armor)
Hit Points 445 (27d20 + 162) Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one
Speed 40 ft., fly 80 ft. (hover) target. Hit: 19 (2d10 + 8) piercing damage plus 9
(2d8) psychic damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 17 (2d8 + 8) slashing damage.
27 (+8) 14 (+2) 23 (+6) 22 (+6) 15 (+2) 20 (+5) Astral Breath (Recharge 5-6). The dragon exhales astral
force in a 90-foot cone. Each creature in that area must
Saving Throws Dex +9, Con +13, Wis +9, Cha +12 succeed on a DC 21 Wisdom saving throw. On a failed
Skills Perception +16, Stealth +9 save, a creature takes 67 (15d8) psychic damage and is
Damage Immunities psychic affected by the effect of the confusion spell until the
Condition Immunities charmed, frightened, prone end of their next turn. A creature that succeeds the
Senses blindsight 60 ft., darkvision 120 ft., passive saving throw takes half damage and is not affected by
the confusion effect.
Perception 26
Languages Common, Draconic Astral Shatter. The dragon teleports to an unoccupied
Challenge 23 (50,000 XP) space within 60 feet of it. Each creature within 10 feet
of the dragon after it teleports must make a DC 21
Legendary Resistance (3/Day). If the dragon fails a saving Constitution saving throw or have disadvantage on the
next Intelligence, Wisdom, or Charisma saving throw it
throw, it can choose to succeed instead.
makes until the end of the dragon's next turn.
Astral Native. The dragon can cast plane shift (self only)
at will without material components, but only to the Legendary Actions
Astral Plane while it is in any other plane. The dragon can take 3 legendary actions, choosing
Spellcasting. The dragon is a 17th-level spellcaster. Its from the options below. Only one legendary action
option can be used at a time and only at the end of
spellcasting ability is Intelligence (spell save DC 21,
+13 to hit with spell attacks). The dragon has the another creature's turn. The dragon regains spent
legendary actions at the start of its turn.
following wizard spells prepared:
Cantrips (at will): fire bolt, mending, mind sliver,    Claw. The dragon makes one Claw attack.
minor illusion, prestidigitation                                      Dimensional Drift. The dragon moves up to its flying
1st level (4 slots): absorb elements, shield                   speed without provoking attacks of opportunity.
2nd level (3 slots): magic aura, mind whip                 
3rd level (3 slots): counterspell, fireball, intellect Spellcasting (Costs 2 Actions). The dragon casts a spell.
fortress, sending, slow                                                  Psychic Singularity (Costs 2 Actions). The dragon focuses
4th level (3 slots): greater invisibility                             its mind at a point within 60 feet of it. Each creature
5th level (2 slots): dream, mislead, telekinesis, synaptic within 10 feet of this point must make a DC 21
static, wall of force                                                        Intelligence saving throw or take 13 (3d8) psychic
6th level (1 slot): chain lightning, mental prison, tasha's damage and have their Intelligence score reduced by 2
otherworldly guise                                                         (1d4). If the d20 roll for this saving throw is a 20, a
7th level (1 slot): crown of stars, dream of the blue veil creature does not have their Intelligence score reduced,
8th level (1 slot): feeblemind                                       regardless of any modifiers.
9th level (1 slot): time stop, wish

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Cosmicborn Chimera
An avatar of unbridled fury and ego, this monstrosity stalks
the highest peaks and skies of the night. Jealous of the Cosmicborn Chimera
Demogorgon's original and gruesome design for chimeras, Large monstrosity, chaotic evil
other princes of the Abyss sought to band together in a rare
period of partnership to surpass the Prince of Demons'
prototype. Taking advantage of a moment of stellar Armor Class 17 (natural armor)
alignment, these entities corrupted cosmic energy, perverting Hit Points 178 (17d10 + 85)
chimeras to be greater and more terrible than ever before. Speed 30 ft., fly 60 ft.
Distorted Grace. These creations no longer possess the
natural grandeur belonging to the beings and forces from STR DEX CON INT WIS CHA
which they originate. An overwhelming ego from the dragon's
head compels the chimera to gather hoards and command 23 (+6) 11 (+0) 21 (+5) 3 (-4) 14 (+2) 16 (+3)
the subservience of lesser beings, while the lion and goat
heads drive this abomination to challenge any creatures Saving Throws Str +10, Con +9, Wis +6, Cha +7
which dare enter the territories to which it lays claim. Infused Skills Perception +10
and empowered by powerful magic, these traits are only Damage Resistances cold, force, radiant
accentuated; providing the chimera with incredible Senses darkvision 60 ft., passive Perception 20
confidence and strength. Languages Understands Draconic, but can't speak
Champions of Evil. Contrary to their relatively tame Challenge 12 (8,400 XP)
ancestors, these beings have transcended the tendency to be
subjugated by mortal hands. Those who attempt to do so Innate Spellcasting. The chimera's spellcasting ability
have a propensity to end up punctured, torn, and is Charisma (spell save DC 15, +7 to hit with spell
disintegrated in equal measure before the chimera's heavenly, attacks). It can innately cast the following spells
yet terrifying visage. requiring no components:
At will: dancing lights, detect magic                  
1/day each: dimension door, fear, minute meteors
Starform. The chimera has advantage against all
spells and effects that that alter its form, reduce its
speed, or cause it to be paralyzed or restrained.
Actions
Multiattack. The chimera makes three attacks: one
with its bite, one with its horns, and one with its
claws. When its starfury breath is available, it can
use the breath in place of its bite or horns.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) piercing damage plus
5 (1d10) force damage.
Horns. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 12 (1d12 + 6) bludgeoning damage
plus 5 (1d10) force damage.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 13 (2d6 + 6) slashing damage plus
5 (1d10) force damage.
Starfury Breath (Recharge 5-6). The dragon head
exhales cosmic destruction in a 15-foot cone. Each
creature in that area must make a DC 17 Dexterity
saving throw, taking 26 (6d8) force damage and 26
(6d8) radiant damage on a failed save, or half as
much damage on a successful one.

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Duskova
Twilight, the inevitable transition which brings the night and Duskova
represents the finality of cosmic order, is often met with Medium celestial, lawful neutral
trepidation and fear. Duskova are the angelic beings which
seek to preserve this sliver of the universal design, often Armor Class 18 (natural armor)
believed to help deities ensure the cyclical coming of the Hit Points 173 (23d8 + 69)
moon, stars, and natural end of mortal life. Speed 30 ft., fly 90 ft.
Angels of Death. These celestial beings are less bound to
ideals of good than many angels, instead seeking to maintain
cosmic law with divine conviction. They condemn those who STR DEX CON INT WIS CHA
attempt to abrogate the plans of predestination and escape 17 (+3) 23 (+6) 16 (+3) 15 (+2) 18 (+4) 22 (+6)
their unavoidable end through means of lichdom or
otherwise. In the eyes of the duskova, death is not an end to
escape, but rather a natural transition that all mortal beings Saving Throws Con +8, Wis +9, Cha +11
must endure. Skills Insight +9, Perception +9
Damage Resistances necrotic, radiant; bludgeoning,
Ushers of Dusk and Destiny. Though known to serve piercing, and slashing from nonmagical attacks
gods that rule over the night sky, duskova will more often Condition Immunities charmed, exhaustion,
hold positions under deities of fate and death. While their frightened
angelic parallels, the emerossi, are agents of the dawn and Senses truesight 120 ft., passive Perception 19
wield the rising light of day, duskova take advantage of Languages all, telepathy 120 ft.
twilight gloom and rapidly sundering strikes to harm those Challenge 15 (13,000 XP)
that would dare challenge order.
Angelic Weapons. The duskova's weapon attacks are
magical. When the duskova hits with any weapon,
the weapon deals an extra 18 (4d8) radiant damage
(included in the attack).
Falling Sun. Creatures that start their turn within 10
feet of the duskova must make a DC 17
Constitution saving throw or be unable to regain hit
points until the start of their next turn. If a creature
is prevented from regaining hit points from a spell
in this way, the duskova regains hit points equal to
the amount of healing prevented.
Fatalism. Whenever the duskova reduces a target to
0 hit points, the target has disadvantage on death
saving throws until it dies or regains consciousness.
Magic Resistance. The duskova has advantage on
saving throws against spells and other magical
effects.
Actions
Multiattack. The duskova uses Inevitable Dusk if it
can. It then makes three attacks with its Duskblade.
Duskblade. Melee Weapon Attack: +11 to hit, reach
5ft., one creature. Hit: 10 (1d8 + 6) slashing
damage plus 18 (4d8) radiant damage.
Inevitable Dusk (Recharge 6). The duskova summons
the gloom of dusk in 20-foot radius of the duskova.
Other creatures in this area must make a DC 17
Constitution saving throw or become blinded for 1
minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on
itself on a success.
Shadow Step. The duskova magically teleports, along
with any equipment it is wearing or carrying, up to
90 feet to an unoccupied space that it can see in an
area of dim light or darkness.

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Emerossi
Emerossi are the angelic keepers of the dawnward horizon.
Emerossi These celestial beings are thought to ensure that the sun will
rise each morning, adhering to the eternal and inevitable
Medium celestial, lawful good
cycles of twilight and fate.
Armor Class 17 (natural armor)
Ushers of Dawn and Fate. These beings often serve as
Hit Points 157 (21d8 + 63)
retainers for deities which rule over the sun, but are also
Speed 30 ft., fly 90 ft.
faithful towards gods of destiny, knowing that their
everlasting duty to the rising of dawn is a reflection of
predestination and cosmic order. Even among other celestial
STR DEX CON INT WIS CHA beings, the emerossi are known as eternally and intensely
committed to their heavenly cause. Any attempts to disturb
17 (+3) 21 (+5) 16 (+3) 16 (+3) 21 (+5) 22 (+6) the cycle of destiny are met with ferocious retaliation.
Light-bound. As opposed to their angelic relatives, the
Saving Throws Con +8, Wis +10, Cha +11 duskova, that unerringly ensure the coming of death and
Skills Insight +10, Perception +10 dusk, these beings wield fire and light to fulfill their
Damage Resistances fire, radiant; bludgeoning, commitment toward keeping the plans of providence intact.
piercing, and slashing from nonmagical attacks When sent to battle upon material worlds or defending their
Condition Immunities charmed, frightened native Upper Planes from the influence of evil, they are
Senses truesight 120 ft., passive Perception 19 known to act in tandem with both solars and planetars,
Languages all, telepathy 120 ft. commanding powerful divine magic to protect their allies and
Challenge 15 (13,000 XP) strike down foes.
Spellcasting. The emerossi is a 10th-level spellcaster.
Its spellcasting ability is Wisdom (spell save DC 18,
+10 to hit with spell attacks). The emerossi has the
following cleric spells prepared:
Cantrips (at will): guidance, sacred flame,
thaumaturgy, word of radiance                               
1st level (4 slots): command, faerie fire               
2nd level (3 slots): blindness/deafness, scorching
ray, spiritual weapon                                                
3rd level (3 slots): daylight, remove curse            
4th level (3 slots): guardian of faith, wall of fire   
5th level (2 slots): dawn, flame strike, holy weapon
Inexorable Conviction. The emerossi can maintain
concentration on up to two spells at the same time.
Rising Sun. The emerossi regains 10 hit points at the
start of its turn if it has at least 1 hit point and isn’t
in an area of magical darkness.
Magic Resistance. The emerossi has advantage on
saving throws against spells and other magical
effects.
Actions
Multiattack. The emerossi uses Inevitable Dawn if it
can. It then makes two attacks with its Dawn Stave.
Dawn Stave. Melee Weapon Attack: +10 to hit, reach
5ft., one creature. Hit: 9 (1d8 + 5) bludgeoning
damage plus 9 (2d8) fire damage.
Inevitable Dawn (Recharge 5-6). The emerossi
summons the light of dawn in 20-foot radius of the
emerossi. Other creatures in this area must make a
DC 18 Constitution saving throw or take 28 (8d6)
radiant damage and become blinded until the end of
its next turn. A creature that succeeds on this save
takes half damage and is not blinded.
Light Step. The emerossi magically teleports, along
with any equipment it is wearing or carrying, up to
60 feet to an unoccupied space that it can see.

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Entropulum
Entropulum Grub Entropulum are an incessant infestation which plagues the
Medium aberration, unaligned cosmos. These entities, occasionally known as void worms,
fester indiscriminately across the worlds; invariably causing
Armor Class 13 (natural armor) destruction with their voracious appetites for matter.
Hit Points 30 (4d8 + 12) The Creeping Beyond. While not devastating the Material
Speed 30 ft., burrow 10 ft. Plane, entropulum burrow into dimensional pockets located
between their space in reality and the void of nonexistence.
Within these dens, the void worms seem to breed horrifying
STR DEX CON INT WIS CHA hierarchical hives. They spawn unending swarms of their
15 (+2) 13 (+1) 16 (+3) 2 (-4) 10 (+0) 9 (-1)
kind that are all compelled by the sole desire which they
possess; to consume any and all creation that they can.
Damage Resistances force
Senses darkvision 30 ft., tremorsense 30 Ft., passive
Perception 10
Challenge 1 (200 XP)
Entropulum Broodlord
Sunlight Sensitivity. While in sunlight, the Large aberration, unaligned
entropulum has disadvantage on attack rolls, as well
as on wisdom (Perception) checks that rely on sight. Armor Class 14 (natural armor)
Voidburrow. When the entropulum damages a Hit Points 133 (14d10 + 56)
creature with an attack, it may bore into a harmless Speed 40 ft., burrow 20 ft.
demiplane until the start of its next turn. It then
reemerges in an unoccupied location of its choice
within 10 feet of the space it disappeared from. This STR DEX CON INT WIS CHA
trait can not be used while the entropulum is in an 19 (+4) 13 (+1) 18 (+4) 3 (-4) 12 (+1) 9 (-1)
area of bright light.
Actions Damage Resistances force
Senses darkvision 30 ft., tremorsense 30 Ft., passive
Void Bite. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage plus Perception 11
4 (1d8) force damage. Challenge 6 (2,300 XP)

Sunlight Sensitivity. While in sunlight, the


entropulum has disadvantage on attack rolls, as well
as on wisdom (Perception) checks that rely on sight.
Voidburrow. When the entropulum damages a
creature with an attack, it may bore into a harmless
demiplane until the start of its next turn. It then
reemerges in an unoccupied location of its choice
within 20 feet of the space it disappeared from. This
trait can not be used while the entropulum is in an
area of bright light.
Actions
Void Bite. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 14 (3d6 + 4) piercing damage
plus 9 (2d8) force damage.
Broodcall (Recharge 5-6). Roll initiative for 2 (1d4)
entropulum grubs with full health that are
summoned into unoccupied spaces adjacent to the
broodlord. The broodlord then slips into its
demiplane until the start of its next turn, upon
which time it reemerges into an unoccupied space
of its choice within 20 feet of the space it vanished
from. Once the broodlord returns, the grubs
disappear.

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Entropulum Voidscythe Entropulum Monarch
Large aberration, unaligned Huge aberration, neutral evil

Armor Class 16 (natural armor) Armor Class 17 (natural armor)


Hit Points 152 (16d10 + 64) Hit Points 207 (18d12 + 90)
Speed 40 ft., burrow 20 ft., fly 40 ft. Speed 50 ft., burrow 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 20 (+5) 18 (+4) 3 (-4) 15 (+2) 11 (+0) 22 (+6) 15 (+2) 21 (+5) 7 (-2) 16 (+3) 13 (+1)

Saving Throws Dex +9, Con +8, Wis +6 Saving Throws Str +10, Con +9, Wis +7, Cha +5
Damage Resistances force; bludgeoning, piercing, Damage Resistances force; bludgeoning, piercing,
and slashing from nonmagical attacks and slashing from nonmagical attacks
Senses darkvision 60 ft., tremorsense 30 Ft., passive Senses darkvision 60 ft., tremorsense 30 Ft., passive
Perception 12 Perception 13
Challenge 9 (5,000 XP) Challenge 12 (8,400 XP)

Sunlight Sensitivity. While in sunlight, the Sunlight Sensitivity. While in sunlight, the
entropulum has disadvantage on attack rolls, as well entropulum has disadvantage on attack rolls, as well
as on wisdom (Perception) checks that rely on sight. as on wisdom (Perception) checks that rely on sight.
Voidburrow. If the entropulum damages a creature Voidburrow. If the entropulum damages a creature
with both attacks from its multiattack, it may bore with both attacks from its multiattack, it may bore
into a harmless demiplane until the start of its next into a harmless demiplane until the start of its next
turn. It then reemerges in an unoccupied location of turn. It then reemerges in an unoccupied location of
its choice within 20 feet of the space it disappeared its choice within 25 feet of the space it disappeared
from. This trait can not be used while the from. This trait can not be used while the
entropulum is in an area of bright light. entropulum is in an area of bright light.
Actions Broodspawning. While in combat, the entropulum
summons an entropulum grub at the end of each of
Multiattack. The entropulum can use its tenebrous its turns in an unoccupied space of its choice within
strike and makes two attacks with its void claw. 30 feet of it. These entropulum roll initiative and
take their turns normally, but disappear at the end of
Void Claw. Melee Weapon Attack: +9 to hit, reach 5 each of their turns after the monarch dies. Each
ft., one target. Hit: 14 (2d8 + 5) slashing damage entropulum grub summoned in this way within 60
plus 4 (1d8) force damage. feet of the monarch gives the monarch and each
Tenebrous Strike. When the entropulum reemerges other summoned entropulum grub within this area
from its demiplane, it can immediately turn invisible +1 to hit and damage on its void slam and void bite.
and teleport up to 20 feet to an unoccupied space it
can see. It remains invisible until it attacks or until Actions
the end of its turn. If it makes an attack while Multiattack. The entropulum can use its
invisible in this way, the attack deals an additional 4 consumption when it is available and then makes
(1d8) force damage and, if the entropulum scores a two attacks with its void slam.
critical hit with this attack, it rolls damage dice three
times, instead of twice. Void Slam. Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning
damage plus 9 (2d8) force damage.
Consumption (Recharge 5-6). The entroplum
monarch chooses an entropulum grub within 10
feet and devours it, regaining hit points equal to the
amount of hit points the grub possessed.
Bolstering Screech. The entropulum unleashes an
unearthly scream, giving all other entropulum that
can hear within 60 feet of it advantage on their next
attack until the start of the monarch's next turn.

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Gravity Elemental
Large elemental, neutral

Armor Class 14
Hit Points 102 (12d10 + 36)
Speed 40 ft. fly 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 11 (+0) 16 (+3) 6 (-2) 10 (+0) 7 (-2)

Damage Resistances piercing and slashing from


nonmagical attacks
Damage Immunities poison; bludgeoning from
nonmagical attacks
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Deep Speech
Challenge 5 (1,800 XP)

Gravity Form. The 30-foot radius area surrounding


the gravity elemental is difficult terrain. Moving
through this difficult terrain does not cost the
gravity elemental extra movement.
Dense Mantle. The gravity elemental subtracts 2
(1d4) damage from any melee or ranged weapon
attack that damages it.
Actions
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Space-time Discontinuum. (Recharge 5-6) The gravity
elemental surges forward up to 40 feet in a straight
line. All creatures in a 10-foot radius of the
elemental while it is moving must make a DC 13
Strength saving throw or take 13 (2d8 + 4)
bludgeoning damage and fall prone. A creature that
succeeds on the saving throw takes half damage and
Gravity Elemental
does not fall prone. A creature that fails the saving Gravity elementals are few and far between compared to the
throw must also make a DC 13 Wisdom saving other elemental beings which primarily populate the
throw or choose to take an action or bonus action, Elemental Planes. An explorer might find these entities
not both, on its next turn and cannot take a reaction floating through empty space away from a material world.
until the start of the elemental's next turn. However, a gravity elemental could also be found closer to the
ground, bizarrely manifesting as a portent to an oncoming
eldritch storm, or perhaps created by the spatial warp caused
by certain magic, such as gate or other conjuration spells.
Efficacious Elementals. Gravity elementals are some of
the most frustrating of their kind to deal with. While trying to
manage the elemental's forceful attacks, maneuverability, and
density are difficult, it can be quite worthwhile. A captured
elemental can be bound in service to a powerful mage for
many uses, such as in the propulsion of ships that traverse
space or the astral sea.
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Horizon Giant
Huge giant, lawful good

Armor Class 16 (natural armor)


Hit Points 250 (20d12 + 120)
Speed 50 ft.

STR DEX CON INT WIS CHA


27 (+8) 11 (+0) 22 (+6) 14 (+2) 16 (+3) 20 (+5)

Saving Throws Str +13, Con +11, Wis +8, Cha +10
Skills Athletics +13, Insight +8, Persusion +10,
Perception +8
Damage Resistances cold, force, radiant
Senses darkvision 60 ft. passive Perception 18
Languages Celestial, Common, Giant
Challenge 14 (11,500 XP)

Watchful Gatekeeper. The giant has advantage on


saving throws against being blinded.
Innate Spellcasting. The giant's innate spellcasting
ability is Charisma (spell save DC 18). It can innately
cast the following spells, requiring no material
components:
At will: dancing lights, darkness, daylight            
3/day each: dream, fly, skywrite                         
1/day each: death ward, wall of dusk
Actions
Multiattack. The giant makes two attacks with its
stellar fist.
Stellar Fist. Melee Weapon Attack: +13 to hit, reach
10 ft., one target. Hit: 29 (6d6 + 8) bludgeoning
damage.
Horizon Giant Rock. Ranged Weapon Attack: +13 to hit, reach
Few giants are selected by their gods to ascend their mortal 60/240 ft., one target. Hit: 34 (4d12 + 8)
forms to that of the greatest of giantkin. Those chosen are bludgeoning damage.
transformed by devoutly following the strict rules of the Liminal Space (1/Day). The giant forces creatures to
Ordning and committing grand acts of maat to earn honor face the worst part of their selves. Creatures in a 30-
and recognition for themselves and the giant pantheon. foot radius centered on a point of the giant's choice
Guards of the Gods. Horizon giants can come from any of within 60 feet of it must make a DC 18 Charisma
the giantkin races, though it is far more common for them to saving throw or be banished to a demiplane of the
same size of this effect's radius for up to 1 minute
ascend from storm or cloud giants, who have a greater or until the giant loses concentration (as if
penchant for a positive disposition than their ice, fire, or concentrating on a spell). While in this demiplane, a
other giant cousins. Those who are selected to become creature is confronted by a facade of itself that is
horizon giants become unmoored from the material plane hostile to the creature and its allies. This facade rolls
they originate from and are charged with guarding the realms initiative, is randomly placed in the demiplane, and
of their deities. These entities are gatekeepers, ensuring that has all abilities, features, effects, traits, and
any mortals or souls that attempt to contact their patrons are nonmagical items as the creature does when they
powerful and worthy enough to honor them. enter the demiplane. The facade has a maximum
Balanced Perspective. Just as their giant cousins embody number of hit points equal to the number of hit dice
some element of their namesakes, horizon giants draw from the creature possesses and fades upon dropping to
0 hit points. If the facade fades, the creature is
the cosmic facet of twilight, the liminal transition between released from the demiplane and reappears in the
dusk and dawn. From this space between day, night, sky, and space it was in before being banished. If this space
earth, these giants are predisposed to have a good-aligned, yet is occupied, the creature is instead teleported to the
balanced personality and point of view. nearest unoccupied space.

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K'va, The Void Binder
Nothingness. Oblivion. Nonbeing. Void. These are the primal
forces that K'va, the Void Binder epitomizes. An entity that
champions the dark and corruptive power of unreality, it
travels to the farthest corners of creation to enforce its
indomitable and undecipherable will upon existence.
Astronomical Terror. This creature is a nightmare of
cosmic scale, one that annihilates mortality and matter alike
in its eternal vision to return all things to the great dark
beyond. K'va is the final harbinger for one of the ancient and
powerful entities of the void, heralding their coming with
demonstrations of terror. While other creatures native to the
void will often infest the universe alone or in brief alliances,
all of these beings that inhabit a world will rally beneath
K'va's command when it arrives.
Living Void. K'va does not require air, food, drink, or sleep.

K'va, The Void Binder Actions


Large aberration, neutral evil
Multiattack. K'va makes two attacks with its psychic
entropy.
Armor Class 20 (natural armor)
Hit Points 300 (24d10 + 168) Psychic Entropy. Ranged Spell Attack: +14 to hit, reach
Speed 0 ft., fly 90 ft. (hover) 90 ft., one creature. Hit: 27 (6d6 + 6) psychic damage.
Call of the Void. K'va targets one creature within 120 ft.
The target must succeed on a DC 22 Wisdom saving
STR DEX CON INT WIS CHA throw or be charmed for 1 minute. While charmed in
17 (+3) 22 (+6) 24 (+7) 23 (+6) 22 (+6) 27 (+8) this way the creature regards K'va as its master and ally
and will obey any commands K'va gives it. The charmed
target can repeat the saving throw whenever it takes
Saving Throws Dex +13, Int +13, Wis +13, Cha +15 damage or if K'va gives it a suicidal order, ending the
Damage Resistances cold, force; bludgeoning, piercing, effect on itself on a success. If a target's saving throw is
and slashing from nonmagical attacks successful or the effect ends for it, the target is
Damage Immunities poison, psychic immune to Call of the Void for the next 24 hours.
Condition Immunities charmed, exhaustion, frightened,
Detach Positionality (Recharge 5-6). K'va forces each
poisoned, prone, unconscious creature of its choice within 60 ft. of it to make a DC
Senses truesight 120 ft., passive Perception 10 22 Wisdom saving throw or be instantly teleported to
Languages all, telepathy 120 ft. an unoccupied location on the ground of K'va's choice
Challenge 21 (33,000 XP) within 60 ft. of K'va. The creatures then take 54 (12d8)
force damage. A creature that succeeds the saving
Legendary Resistance (3/Day). If K'va fails a saving throw, throw is not teleported and takes half as much damage.
it can choose to succeed instead.
Legendary Actions
Bound to the Beyond. If a creature within 60 ft. of K'va K'va can take 3 legendary actions, choosing from the
takes damage from K'va, it becomes magically bound to options below. Only one legendary action option can
its space, unable to physically move or be moved from be used at a time and only at the end of another
its location. If a creature is moved from its space by creature's turn. K'va regains spent legendary actions at
magic, such as a creature using misty step or the start of its turn.
dimension door, or by K'va's Detach Positionality, this
effect ends for that creature. A creature can make a DC Psychic Entropy. K'va uses Psychic Entropy.
22 Wisdom saving throw at the end of each of its
turns, ending the effect upon itself on a success. Warp. K'va teleports, along with any equipment it is
wearing or carrying, up to 120 feet to an unoccupied
Distortive Intensity. Whenever a creature hostile to K'va location it can see.
ends its turn in a 20 ft. radius of K'va, the crushing
psyche emanating from K'va prevents the creature from Dark Well. (Costs 2 Actions). K'va emits a pulse of dark
taking reactions. An affected creature in this area must psychic and gravitational energy. Each creature of its
also chose to use either an action or a bonus action on choice in a 20-foot radius must make a DC 22 Strength
its turns, not both. This effect lasts for a creature until saving throw, taking 14 (4d6) bludgeoning damage
they are no longer within the 20 ft. radius surrounding plus 14 (4d6) psychic damage on a failed save, or half
K'va. as much damage on a successful one.

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Light Elemental
Large elemental, neutral

Armor Class 14
Hit Points 110 (13d10 + 39)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


12(+1) 19 (+4) 15 (+3) 6 (-2) 10 (+0) 8 (-1)

Damage Resistances bludgeoning, piercing, and


slashing from nonmagical attacks
Damage Immunities poison, radiant
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained,
unconscious
Senses darkvision 120 ft., passive Perception 10
Languages Celestial
Challenge 5 (1,800 XP)

Illumination. The elemental sheds bright light in a


30-foot radius and dim light for an additional 30
feet.
Light Form. If a creature starts its turn within 30 ft.
of the elemental and the two of them can see each
other, the elemental can force the creature to make
a DC 14 Constitution saving throw. On a failed save,
the creature is blinded for 1 minute. It repeats the
saving throw at the end of each of its turns. On a
success, the effect ends.                                        
   A creature that isn't surprised can avert its eyes to
avoid the saving throw at the start of its turn. If it
does so, it can't see the elemental until the start of
its next turn, when it can avert its eyes again. If it
looks at the elemental in the meantime, it must
immediately make the save.
Actions Light Elemental
Multiattack. The elemental makes two slam attacks.
Light elementals are rare in comparison to the forms of
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., elemental life that come from the Inner Planes. The natural
one target. Hit: 13 (2d8 + 4) bludgeoning damage. energy which constitutes these beings stems from the pale
starlight which shines upon a material world. Over time, the
ambient power from the constellations coalesces into
physical forms with limited will and intelligence.
Illuminated Fate. Upon their eventual sense of being, light
elementals make a choice that will eternally decide their
destinies. Some of these entities choose to take flight and
move among the cosmos, forever traveling back toward the
stars that gave them life. Other light elementals seek to stay
and wander the world on which they were birthed. Whichever
choice is made, all of these elementals are driven by a
compulsive desire to purge any aberrant beings or magical
darkness, wherever they might find them.

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Lunar Moth
Fluttering about moonlit evenings, these pale insects are
sometimes found in deep woods feeding upon the ambient
energy given off by dreams of magical beasts. While trekking
about in older forests, one should take care that they do not
camp near or disturb a nest of these entities.
Beneficial Bugs. The origins of these dangerously
adorable creatures are mysterious, but studies into their past
have suggested that they were first created and kept by
eladrin archmages in order to ward off poor memories while
they rested. Now that they have flourished in the wilds, they
have myriad uses and can even be seen as ridden by sprites
into their tiny battles.

Swarm of Lunar Moths


Swarm of tiny fey, unaligned

Armor Class 13
Hit Points 35 (10d4 + 10)
Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA


7 (-2) 17 (+3) 12 (+1) 2 (-4) 12 (+1) 12 (+1)

Damage Resistances bludgeoning, piercing, and


slashing
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Lunar Moth Senses darkvision 60 ft., passive Perception 11
Tiny fey, unaligned Challenge 2 (450 XP)

Armor Class 12 Dream Dust. When a creature starts its turn within 5
Hit Points 17 (5d4 + 5) feet of the moth, it must succeed on a DC 11
Speed 10 ft., fly 30 ft. Constitution saving throw or it becomes drowsy and
its speed is reduced by 10 feet for 1 minute or until
it uses an action to rouse itself. If the saving throw
fails by 5 or more, it is also unconscious until it
STR DEX CON INT WIS CHA
takes damage or until someone uses an action to
4 (-3) 15 (+2) 12 (+1) 2 (-4) 12 (+1) 11 (+0) wake them, ending the effect on the creature.
Swarm. The swarm can occupy another creature's
Senses darkvision 60 ft., passive Perception 11 space and vice versa, and the swarm can move
Challenge 1/4 (50 XP) through any opening large enough for a Tiny insect.
The swarm can't regain hit points or gain temporary
Dream Dust. When a creature starts its turn within 5 hit points.
feet of the moth, it must succeed on a DC 10
Constitution saving throw or it becomes drowsy and Actions
its speed is reduced by 10 feet for 1 minute or until Dream Eater (swarm has more than half HP). Melee
it uses an action to rouse itself. If the saving throw Weapon Attack: +5 to hit, reach 0 ft., one creature
fails by 5 or more, it is also unconscious until it in the swarm's space. Hit: 13 (3d6 + 3) piercing
takes damage or until someone uses an action to damage. If the target is an unconscious creature, it
wake them, ending the effect on the creature. takes an additional 2 (1d4) psychic damage.
Actions Dream Eater (swarm has less than half HP). Melee
Weapon Attack: +5 to hit, reach 0 ft., one creature
Dream Eater. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If in the swarm's space. Hit: 6 (1d6 + 3) piercing
damage. If the target is an unconscious creature, it
the target is an unconscious creature, it takes an
additional 2 (1d4) psychic damage. takes an additional 2 (1d4) psychic damage.

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Moonrock Golem
Wrought and chiseled from rare lunar rock, these golems are
seemingly bulky, but surprisingly lightweight creations. When
an elemental spirit is bound to these forms, they take on
unique properties and emit a soft radiance in a small area
Moonrock Golem around them.
Large construct, unaligned Only the most eccentric and influential mages are capable
of creating these beings. The moon rocks they are fashioned
from are exceedingly uncommon and must either be
Armor Class 14 (natural armor) harvested from dangerous trips to their lunar source or
Hit Points 123 (13d10 + 52) collected from the exceptionally rare traders that travel
Speed 40 ft. between worlds. This material is valued for its paradoxical
low weight and high durability, as well as its ease to enchant
STR DEX CON INT WIS CHA
compared to the more difficult substances to turn in to
golems, such as clay and stone.
20 (+5) 10 (+0) 19 (+4) 3 (-4) 11 (+0) 5 (-3)

Damage Immunities poison, psychic; bludgeoning,


piercing, and slashing from nonmagical attacks
that aren't adamantine
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator
but can't speak
Challenge 7 (2,900 XP)

Lunar Light. The golem emits pale luminosity,


shedding dim light in a 30-foot radius. Creatures
hostile to the golem that start their turn in this light
must make a DC 15 Wisdom saving throw or
become charmed by the golem. While charmed in
this way, a creature has a speed of 0. An affected
creature can repeat the saving throw at the start of
each of its turns, ending the effect on itself on a
success. If a target's saving throw is successful or
the effect ends for it, the target is immune to Lunar
Light for the next 24 hours.
Immutable Form. The golem is immune to any spell
or effect that would alter its form.
Magic Resistance. The golem has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The golem's weapon attacks are
magical.
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 18 (3d8 + 5) bludgeoning damage.

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Nevasi
Medium aberration, lawful evil

Armor Class 18 (natural armor)


Hit Points 165 (22d8 + 66)
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA


14 (+2) 20 (+5) 16 (+3) 19 (+4) 12 (+1) 18 (+4)

Saving Throws Int +9, Wis +6, Cha +9


Skills Deception +9, Persusion +9, Perception +6
Damage Resistances cold, force, psychic
Condition Immunities charmed, frightened
Senses truesight 60 ft., passive Perception 16
Languages all, telepathy 120 ft.
Challenge 13 (10,000 XP)

Delirious Plague. When the nevasi spends at least 1


minute closely interacting with another creature
outside of combat, it can it can force the creature to
make a DC 17 Wisdom saving throw. On a failed
save, the creature is charmed by the nevasi.
Creatures charmed in this way treat the nevasi as a
trusted ally and follow its commands as best as they
can. Affected creatures can also use this trait on
further creatures that they interact with once every
24 hours, charming them for the nevasi.                 
    If the target is given a suicidal command from the
nevasi or whenever it takes damage, the target can
repeat the saving throw. Creatures that succeed are
no longer charmed, are not aware of having been so,
and become immune to this effect for 30 days. The
nevasi knows if a creature succeeds the saving
throw or whenever a thrall has broken free (such as
being affected by greater restoration).
Innate Spellcasting (Psionics). The nevasi's
Nevasi spellcasting ability is Intelligence (spell save DC 17).
Among the terrible abominations that the depths of void and It can innately cast the following spells requiring no
components:
unreality have spawned, the nevasi are the most horrifyingly
adept at bringing about societal destruction. While the great At will: detect thoughts, disguise self, invisibility       
and terrible aboleths may be capable of conversing with and 3/day each: black tentacles, dissonant whispers, fear
controlling mortal minds, even they do not possess the dark 1/day each: feeblemind, synaptic static
and refined skills of subterfuge and manipulation that the Magic Resistance. The nevasi has advantage on
nevasi have mastered. saving throws against spells and other magical
Mockery of Mortality. Most aberrant beings hold little effects.
resemblance to living creation. Nevasi, however, are notable Actions
in the relatively humanoid form they hold, save for certain
monstrous differences. While disguised as a mortal, these Multiattack. The nevasi makes two attacks with its
creatures love to take advantage of mortal desires, emulating maddening scratch.
beautiful men and women in an attempt to get closer to other Maddening Scratch. Melee Weapon Attack: +10 to
beings. In their true forms, however, nevasi possess ghostly hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing
pale violet skin, vicious claws, and horns upon a seemingly damage plus 18 (4d8) psychic damage and the
partial and bisected head. target must make a DC 17 Wisdom saving throw.
Harbinger of Madness. After a nevasi has obtained a On a failed save, the target rolls a d100 to be
position within a mortal society, they revel in their ability to afflicted with a short-term madness effect (DMG:
bring about its doom. They infect mortal creatures with a pg. 259) until the end of the creature's next turn.
virulent mental plague that turns beings into their thralls in
order to sow betrayal and paranoia within their domains.
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Null Spirit
Originating from the deep and everlasting chill of space,
these restless apparitions seek to devour the energy of all
Null Spirit creatures they cross. While generally content to wander
throughout the great dark, these beings do occasionally find
Medium aberration, neutral evil their way to a world full of heat and life that they may feed on
for ages to come. As a universal embodiment of void and
Armor Class 14 (natural armor) hunger, null spirits are innately magical, often instinctually
Hit Points 65 (10d8 + 20) using their prowess to terrify and trap their prey.
Speed 0 ft., fly 40 ft. (hover) Arms of the Old Ones. Eldritch entities native to the
nothing beyond all worlds will sometimes impose their
indecipherable will upon these spirits, commanding them to
STR DEX CON INT WIS CHA commit bizarre, yet generally cruel deeds in their name.
7 (-2) 17 (+3) 14 (+2) 6 (-2) 11 (+0) 14 (+2) These acts often draw them to mortals who find their fates
cut short or minds broken to madness in the face of these
Skills Stealth +5 harbingers of entropy.
Damage Resistances force; bludgeoning, piercing, Aberrant Renewal. On the rare occasion that a null spirit
and slashing from nonmagical weapons is slain during its tasks or while feasting upon mortality, they
Damage Immunities cold, poison will slowly be reborn from the energy they had siphoned
Condition Immunities charmed, exhaustion, throughout their existence. Though it is unpredictable where
frightened, grappled, paralyzed, petrified, the spirit will reform in the great expanse, it is inevitable that
poisoned, prone, restrained it will seek to vengefully return to the individuals that brought
Senses darkvision 60 ft., passive Perception 10 about its end. Only binding the null spirit in a unique magic
Languages Deep Speech, telepathy 120 ft. circle until its energy dissipates over many months may bring
Challenge 4 (1,100 XP) about a permanent death to these aberrations.
Summon Void. After the null spirit deals damage to a
creature with an attack, a 10-foot radius sphere of
magical darkness centered on the target's space is
summoned until the start of the null spirit's next
turn. The null spirit sees through this magical
darkness. This can only occur once on each of the
Null Spirit's turns.
Starsnuffing. If a hostile creature within 60 feet of
the null spirit ends its turn in magical darkness, it
takes 3 (1d6) necrotic damage. The null spirit
regains hit points equal to the amount of damage
dealt.
Actions
Multiattack. The null spirit makes two attacks with its
Entropic Strike.
Entropic Strike. Melee Weapon Attack: +5 to hit,
reach 5 ft., one creature. Hit: 10 (2d6 + 3) cold
damage and the target must succeed on a DC 12
Wisdom saving throw or have its speed reduced to
0. The target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a
success.

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Outaerax
Large fiend, chaotic evil

Armor Class 17 (natural armor)


Hit Points 119 (14d10 + 42)
Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 16 (+3) 15 (+2) 10 (+0) 17 (+3)

Skills Arcana +5, Intimidation +6, Perception +3


Damage Resistances cold, fire, force, lightning;
bludgeoning, piercing, and slashing from
nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 8 (3,900 XP)

Astral Imprisonment. The outaerax can use a bonus


action to target a creature that it has damaged with
its meteoric morningstar or cosmic collapse this
turn. The target must make a DC 14 Charisma
saving throw or be banished to a demiplane, as if
the target was affected by banishment, until the
start of the outaerax's next turn. Outaerax
Vacuous Breath. The outaerax does not need to Many angels and other celestials would be inclined to believe
breathe. that the skies and heavenly bodies which reside above them
Magic Resistance. The outaerax has advantage on
are their purview alone. The outaerax, however, are a breed
saving throws against spells and other magical of demon sent forth from the Abyss that would challenge this
effects. presumption.
Interplanetary Terrors. These entities are imbued with
Actions the magical nature of darkened minerals found upon rogue
Multiattack. The outaerax makes two attacks with its meteroites that have found their way to crafty demon lords.
meteoric morningstar. As their fiendish corruption comes from this cosmic source,
the outaerax are drawn to and suited for any demonic
Meteoric Morningstar. Melee Weapon Attack: +7 to intervention that is required in the space above or between
hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing
damage plus 14 (4d6) force damage.
physical worlds.
Malign Missions. Few lords of the Abyss make use of
Cosmic Collapse. The outaerax twists gravity in a 20- these unique demons, largely due to the difficulty involved in
foot radius sphere surrounding it. Each other their creation. However, for those that have business in the
creature in this area must make a DC 14 Strength skies above a world, particularly in the opening of demonic
saving throw or take 14 (4d6) bludgeoning damage rifts away from where they might be sealed by mortal hands
plus 14 (4d6) force damage and be pulled up to 10
feet toward the outaerax or pushed up to 10 feet
or in the weakening of reality on a Material Plane, there is
from the outaerax (the outaerax's choice). A almost no creature spawned in the Lower Planes better
creature that succeeds on the saving throw takes suited to these tasks. These beings, as is the nature of
half as much damage and is not pulled or pushed. demonkind, may also act alone and incomprehensibly in
order to achieve their own selfish and varied ends.

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Rift Whale Rift Whale
Gargantuan beast, unaligned These massive, yet graceful creatures are perhaps the most
revered entities that a far-faring explorer might come across
Armor Class 18 (natural armor) while delving into the great dark or astral sea. Although not a
Hit Points 203 (14d20 + 56) necessarily good-aligned creature, the respect and awe that
Speed 0 ft., fly 90 ft. they have garnered is well deserved, as there is a history of
rift whales assisting astral or space-faring ships that have
found themselves distressed. Explorers should be warned,
STR DEX CON INT WIS CHA however, as these creature can quickly turn violent if there is
23 (+6) 10 (+0) 19 (+4) 10 (+0) 16 (+3) 17 (+3) any sign of aggression toward them.
Non-Material Mammals. The origin of the rift whales is
Saving Throws Str +11, Con +9, Wis +8, Cha +8 unknown, yet it is obvious that they are an inehrently magical
Skills Perception +8 breed of creatures. They survive and thrive by traveling
Damage Resistances force, radiant; bludgeoning, through brief portals they create between the Material Plane
piercing, and slashing from nonmagical attacks and the astral sea. Observers of these majestic beasts have
Senses darkvision 120 ft., passive Perception 19 proposed that although they prefer to spend their time in the
Challenge 13 (10,000 XP) astral sea, they must return to the depths of space in order to,
somehow, paradoxically breathe.
Magic Resistance. The whale has advantage on saving Ecology of the Expanse. These mighty entities feed on
throws against spells and other magical effects. stardust whenever they dive into the Astral Plane, converting
it into energy. Rarely, rift whales will also travel to planets in
Paradoxical Breath. The whale can breathe in any order to feed on the creatures that fly amongst the
environment, except the Astral Plane. While in this atmosphere. These beings do have to exercise caution,
plane, it can hold its breath for up to 2 hours. however, as they can sometimes be found as prey; locked in
Actions fights with dangerous shoals of colossal space squid.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 42 (8d8 + 6) piercing damage. If the
target is a Large or smaller creature, it must succeed
on a DC 19 Dexterity saving throw or be swallowed
by the whale. A swallowed creature is blinded and
restrained, it has total cover against attacks and
other effects outside the whale, and it takes 21
(6d6) radiant damage at the start of each of the
whale's turns. If the whale takes 30 damage or more
on a single turn from a creature inside it, the whale
must succeed on a DC 20 Constitution saving throw
at the end of that turn or regurgitate all swallowed
creatures, which fall prone in a space within 10 feet
of the whale. If the whale dies, a swallowed creature
is no longer restrained by it and can escape from the
corpse by using 20 feet of movement.
Rift Breach. (Recharge 6). The whale causes a
shockwave of force as it dives into a rift in reality,
forcing each creature within 30 feet of it to make a
DC 16 Dexterity saving throw or take 33 (6d10)
force damage on a failed save, or half as much on a
successful one. The whale then magically teleports,
reemerging in an unoccupied space of its choice
within 90 feet, causing another shockwave in the
area and forcing all creatures in the 30-foot radius
area around it to make a DC 16 Dexterity saving
throw or take 33 (6d10) force damage on a failed
save, or half as much on a successful one.

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Space Squid
These vicious monsters float through empty space prepared
to attack or abduct any unsuspecting creatures they come
across. Paralarval space squids are spawned approximately
the size of a fully-grown human, yet they can grow to massive
dimensions, given enough time. Although encountering a
creature of their size in the middle of space is enough to
cause fear for most travelers, their speed and deadly
tentacles serve as additional reasons to exercise caution
while traversing the great dark. Illithids have even been
known to graft the limbs of space squid to their nautiloids to
take advantage of their dangerous reach and power, while
also harvesting the squid for their magic-dispelling organs.

Colossal Space Squid


Huge aberration, unaligned

Armor Class 17 (natural armor)


Hit Points 196 (18d12 + 72)
Speed 0 ft. fly 60 ft. (hover)

STR DEX CON INT WIS CHA


Space Squid 23 (+6) 15 (+2) 18 (+4) 4 (-3) 16 (+3) 12 (+1)
Medium aberration, unaligned
Skills Athletics +10, Perception +7
Armor Class 15 (natural armor) Senses darkvision 120 ft., passive Perception 17
Hit Points 45 (7d8 + 14) Condition Immunities prone
Speed 0 ft. fly 40 ft. (hover) Challenge 11 (7,200 XP)

STR DEX CON INT WIS CHA Spatial Surge. The space squid can use a bonus
action to move up to half its flying speed. The space
18 (+4) 13 (+1) 15 (+2) 3 (-4) 14 (+2) 10 (+0) squid's speed is not halved if it is grappling a
creature with its tentacles while moving in this way.
Skills Athletics +6, Perception +4
Vacuous Breath. The squid does not need to breathe.
Senses darkvision 60 ft., passive Perception 14
Condition Immunities prone Actions
Challenge 3 (700 XP)
Multiattack. The space squid makes two attacks: one
with its tentacles and one with its constrict.
Spatial Surge. The space squid can use a bonus
action to move up to half its flying speed. The space Tentacles. Melee Weapon Attack: +10 to hit, reach
squid's speed is not halved if it is grappling a 20 ft., one target. Hit: 20 (4d6 + 6) bludgeoning
creature with its tentacles while moving in this way. damage. If the target is a creature, it is grappled
(escape DC 18). Until this grapple ends the target is
Vacuous Breath. The squid does not need to breathe. restrained. The squid has two tentacles, which can
each grapple one creature at a time.
Actions
Constrict. Melee Weapon Attack: +10 to hit, reach
Multiattack. The space squid makes two attacks: one 20 ft., one target that is grappled by the space
with its tentacles and one with its constrict. squid. Hit: 24 (4d8 + 6) bludgeoning damage.
Tentacles. Melee Weapon Attack: +6 to hit, reach 10 Reactions
ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage. If the target is a creature, it is grappled Cloud of Nightink. When the space squid is hit by an
(escape DC 14). Until this grapple ends the target is attack or spell from a creature within 20 feet of it,
restrained. The squid can only grapple one creature the squid can release dark ink in a 20-foot radius
at a time. area around it. This area lasts until the start of the
space squid's next turn. Each creature that starts its
Constrict. Melee Weapon Attack: +6 to hit, reach 10 turn in the area must make a DC 16 Constitution
ft., one target that is grappled by the space squid. saving throw or be blinded until the end of their
Hit: 13 (2d8 + 4) bludgeoning damage. turn. All magical effects in the area are also ended.

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Space-step Satyr
Somewhat taller and more adventurous than their archetypal
cousins, these fey are thought to have originated from a
cosmic event when an archfey attempted to ascend to
Space-step Satyr
Medium fey, chaotic neutral
godhood. This has altered these beings, gifting them with
substantial mobility and an innate connection to the
constellations above. Armor Class 15 (leather armor)
Hit Points 49 (9d8 + 9)
Height of Hedonism. Space-step satyrs are known to be Speed 40 ft.
the most exceptional drinkers, dancers, and merrymakers of
any type in all the planes, putting even their notable relatives
to shame. These creatures have found that their gifts provide STR DEX CON INT WIS CHA
them with a chance to achieve the revelry they adore; an
opportunity that they gladly take advantage of. 14 (+2) 18 (+4) 12 (+1) 12 (+1) 10 (+0) 16 (+3)
These satyrs' enjoyment is not simply limited to
celebration. They have developed a tendency toward trickery, Skills Perception +2, Performance +7, Stealth +6
knowing that they are able to escape most consequences as a Condition Immunities charmed
result of their elusive skills and ability to shape ambient Senses passive Perception 12
cosmic power into multiple radiant weapons. Languages Common, Elvish, Sylvan
Reveling Beyond the Fey. As opposed to other fey beings, Challenge 3 (700 XP)
space-step satyrs are rarely found in the Feywild. These
entities much prefer to travel far and wide, taking in the Magic Resistance. The satyr has advantage on saving
sights, scenes, food, and drink from any and all lands they throws against spells and other magical effects.
come across. Once experiencing these pleasures, these Cosmic Trot. As a bonus action, the satyr can
satyrs will quickly move on, traveling to the next place that teleport up to 20 feet from its position into an
they can debauch and exploit. unoccupied space that it can see. The satyr leaves
behind a pool of residual cosmic energy in the
space it vanished from that lasts for 1 minute. The
satyr can choose to teleport to one of these areas
instead, when using this trait, up to a distance of
120 feet.
Actions
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) bludgeoning damage.
Constellatory Shortsword. Melee Weapon Attack: +6
to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4)
piercing damage plus 5 (2d4) radiant damage.
Constellatory Shortbow. Ranged Weapon Attack: +6
to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4)
piercing damage plus 5 (2d4) radiant damage.

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Star Charger
Huge celestial, lawful good

Armor Class 19 (natural armor)


Hit Points 262 (21d12 + 126)
Speed 60 ft.

STR DEX CON INT WIS CHA


25 (+7) 18 (+4) 22 (+6) 16 (+3) 19 (+4) 22 (+6)

Saving Throws Con +12, Wis +10, Cha +12


Damage Resistances cold, radiant; bludgeoning,
piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion,
frightened
Senses truesight 120 ft., passive Perception 12
Languages Celestial, Common
Challenge 17 (18,000 XP)

Magic Resistance. The star charger has advantage on


saving throws against spells and other magical
effects.
Magic Weapons. The star charger's weapon attacks
are magical.
Constellation Incarnate. The star charger regains 20
hit points at the start of its turn if it has at least 1 hit
point and isn’t in an area of magical darkness.
Actions
Star Charger Multiattack. The charger makes three attacks: one
Star chargers are champions of the cosmos; beings of with its hooves and two with its cosmic halberd.
astronomical strength and power which trample any threats Hooves. Melee Weapon Attack: +13 to hit, reach 5
to cosmic law beneath their starry hooves. These entities ft., one target. Hit: 18 (2d10 + 7) bludgeoning
wield divine weapons charged with raw stellar might in order damage. If the target is a creature, it must succeed
to enact their view of order upon the universe. on a DC 21 Strength saving throw or be knocked
Defenders of the Divine. Rare and ancient are the prone.
creatures that threaten creation on a stellar scale. Star Cosmic Halberd. Melee Weapon Attack: +13 to hit,
chargers exist as a force to deter these beings; ones that are reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing
eternally and adamantly committed to their defensive damage plus 4 (1d8) radiant damage.
responsibility. Knowing what the consequences are for the Celestial Stampede (Recharge 5-6). The star charger
multiverse should they fail in their duty, star chargers will creatures a nebula of radiant force surrounding it
unquestionably enforce the commands of deities whom rule and gains a flying speed of 120 ft. until the end of
over fate or celestial bodies. its next turn. It then moves up to 120 ft. in a
Rallying the Cosmos. When the need calls for it, the star straight line. Each creature in a 20-foot radius of the
charger will ride forward in battle to eliminate all hostile star charger while it moves must make a DC 21
creatures in their path. On the rare occasion that a star Dexterity saving throw or take 27 (6d8)
charger must travel to a material world it will seek to quickly bludgeoning damage and 27 (6d8) radiant damage
exterminate the threat that draws it there. Should this prove and be knocked prone. A creature which succeeds
on the saving throw takes half as much damage and
to be impossible alone, it will look to employ the assistance of is not knocked prone.
heroic individuals that are committed to protection and
justice; providing celestial boons in return for their help.
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Starform Ascendant Starform Ascendant
While certain people, such as the starborn, believe that all Large celestial, varied alignments
creatures are created from stardust at a fundamental level,
starform ascendants are a clear example of beings for which Armor Class 19 (natural armor)
this is true. Forged from the stardust and light given off by Hit Points 200 (19d10 + 95)
constellations, these entities are granted form and Speed 40 ft., fly 80 ft.
personality by the stories, beliefs, and wonder that mortals
imbue into various asterisms of the night sky.
Constellatory Spirits. Perhaps strange for a creature of STR DEX CON INT WIS CHA
celestial origins, starform ascendants are not beings that 24 (+7) 11 (+0) 21 (+5) 12 (+1) 16 (+3) 19 (+4)
possess an inherently good alignment. Just as the
constellations themselves are varied, so too are these spirits Saving Throws Dex +5, Con +10, Wis +8, Cha +9
that represent them. A pattern of stars might exist to which Skills Insight +8, Perception +8
mortals have ascribed attributes such as greed or violence. Damage Resistances radiant; bludgeoning, piercing,
The starform that embodies these stars would then have and slashing from nonmagical attacks
those qualities, in turn. An adventurer or petitioner that Senses blindsight 60 ft., passive Perception 18
comes across one of these entities should exercise caution to Languages Celestial, Common
ensure they know the nature of the creature that they Challenge 16 (15,000 XP)
encounter.
Astral Emissaries. These creatures act as agents of the Illumination. The starform sheds bright light in a 20-
stars they represent, traveling to material worlds in order to foot radius and dim light for an additional 20 feet.
parlay with certain spellcasters or to ensure the coming of
some fated change that a constellation portends. These Starform. The starform has advantage against all
entities have been known to travel even beyond the bounds of spells and effects that that alter its form, reduce its
where the asterisms they represent are visible, such as other speed, or cause it to be paralyzed or restrained.
planes or to lands across the cosmos. They cross these great Create Constellation. At the end of each of its turns,
distances to make sure that all aspects, no matter how minor, the starform creates a beacon of starlight in its
of the destined futures that their constellations foretell will space, which lasts for up to 1 minute and sheds dim
come to pass, even if they must be made to do so by force. light in a 5-foot radius. When two or more of these
beacons are present, they form a line of spectral
starlight between them. If a creature other than the
starform touches one of these beacons or lines,
they take 18 (4d8) radiant damage.
Actions
Multiattack. The starform can use its celestial gaze. It
then makes two attacks with its bite.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft.,
one target. Hit: 20 (3d8 + 7) piercing damage plus
9 (2d8) radiant damage.
Celestial Gaze. The starform targets one creature it
can see within 60 feet of it. If the target can see the
starform, the target must succeed on a DC 17
Wisdom saving throw against this magic or take 9
(2d8) radiant damage and be vulnerable to radiant
damage until the start of the starform's next turn. If
a target is immune or resistant to radiant damage,
you cause them to take radiant damage as though
they were not resistant or immune, instead.
Stellar Eruption. The starform causes all the beacons
created by its Create Constellation trait to explode.
Each creature other than the starform within a 20-
foot radius of one of these beacons must make a
DC 17 Dexterity saving throw, taking 54 (12d8)
radiant damage on a failed save, or half as much on a
successful one.

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Starshard
Starshards are minor celestial spirits that embody the
luminous essence of the sun and stars. Often mistaken and
mistrusted as fey entities which seek to lure wayward
individuals into traps, these jovial orbs of light instead tend to
help any mortals they come across find their way to safety.
Excelling at manipulating radiance and resistant to being
brought to ground by those that bring them harm, these small
spirits can prove to be a formidable foe, but perhaps a
compelling companion.
Amiable Orbs. These heavenly beings are friendly, but
quickly defensive at the first instance of violence directed
toward them. At times they are not at risk, they often collect
in small groups to bob and dance under starlit nights. While
interacting with mortals they tend to be heard though liltingly
musical tones, rather than typical language, though those
that speak Celestial or Common find themselves able to
understand their meaning nonetheless. These beings are
symbiotically energized by playing and communicating with
others, harmlessly feeding from the joy that they create.
Brilliant Boons. Occasionally gifted by good-aligned
patrons to their petitioners, these radiant motes act as
excellent familiars for warlocks who seek to spread the glory
of their masters. Those who are provided with these
invaluable allies have found great use in their naturally
perceptive nature, as well as considerable utility in a
starshard's mastery over bending light. A weak gravitational
field also surrounds these creatures, allowing them to carry a
slight amount of weight within their ambit.

Starshard Lesser Illumination. The starshard sheds bright light in a


5-foot radius and dim light for an additional 5 feet.
Tiny celestial (shapechanger), neutral good
Magic Resistance. The starshard has advantage on
Armor Class 13 saving throws against spells and other magical effects.
Hit Points 9 (2d4 + 4) Variant: Familiar. The starshard can serve another
Speed 0 ft., fly 40 ft. (hover) creature as a familiar, forming a telepathic bond with its
willing master. While the two are bonded, the master
can sense what the starshard senses as long as they are
STR DEX CON INT WIS CHA within 1 mile of each other. While the starshard is
2 (-4) 17 (+3) 14 (+2) 8 (-1) 12 (+1) 13 (+1) within 10 feet of its master, the master shares the
starshard's Magic Resistance trait. At any time and for
any reason, the starshard can end its service as a
Skills Insight +3, Perception +3 familiar, ending the telepathic bond.
Damage Resistances fire, radiant; bludgeoning, piercing,
and slashing from nonmagical attacks Actions
Damage Immunities poison Glimmer (Bite in Beast Form). Melee Weapon Attack: +5
Condition Immunities poisoned, prone to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
Senses darkvision 60 ft., passive Perception 13 damage, and the target must succeed on a DC 11
Languages Celestial, Common Dexterity saving throw or take 5 (2d4) radiant damage,
Challenge 1 (200 XP) and the next attack roll made against it before the start
the starshard's next turn has advantage.
Shapechanger. The starshard can use its action to Invisibility. The starshard magically turns invisible until it
polymorph into a beast form that resembles a cat (40
attacks, or until its concentration ends (as if
ft., climb 30 ft.), an owl (10 ft., fly 60 ft.), or a badger concentrating on a spell). Any equipment the starshard
(20 ft., burrow 10 ft.), or back into its true form. Its
wears or carries is invisible with it. The starshard's
statistics are the same in each form, except for the lesser illumination trait is inactive while it is invisible.
speed changes noted. Any equipment it is carrying isn't
transformed. It reverts to its true form if it dies.

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Starweave Spider
Starweave Spider A paradoxical monstrosity, starweave spiders rely on the
Large monstrosity, chaotic evil radiance of starlight as a resource to harvest for their own
rapacious ends. These entities feed upon mundane and
Armor Class 17 (natural armor) magical creatures alike, bending light around their webs to
Hit Points 144 (17d10 + 51) obscure them from all but the most perceptive adventurers.
Speed 40 ft., climb 40 ft. Harvesters of Starlight. Starweave spiders are creatures
that defy the typical expectations of evil, as they possess the
majestic skill to wield and gather light. These beings are
STR DEX CON INT WIS CHA capable of manipulating radiant luminosity to strengthen
14 (+2) 21 (+5) 16 (+3) 4 (-3) 14 (+2) 16 (+3)
their webs, ensorcell the weak-minded, and singe any entities
which seek to drive them out of their domains.
Skills Stealth +9
Dwelling in Darkness. These creatures, while rare, tend
Damage Resistances cold, force, poison, radiant
to make their lairs in mountaintop caves or caverns from
Senses darkvision 60 ft., passive Perception 12
which they can easily travel outside at night and spin starlight
Challenge 9 (5,000 XP)
into their magical webs. For the other creatures within these
darkened environments found within dim grottoes and not
acclimated to the radiance of light, the brilliance that these
Light Weaver. The spider's webs are nearly invisible,
requiring a DC 15 Intelligence (Investigation) check
spiders command proves to be a searingly effective weapon.
to notice them. Web-filled areas are considered
difficult terrain. Each 10-foot cube of webs has AC
10, 15 hit points, resistance to radiant damage,
vulnerability to fire damage, and immunity to
bludgeoning, piercing, and psychic damage.              
   When a creature other than the spider enters a
webbed area or starts its turn there, it must succeed
on a DC 15 Dexterity saving throw or take 9 (2d8)
radiant damage and become restrained by the webs.
A restrained creature can use an action to make a
DC 15 Strength (Athletics) or Dexterity (Acrobatics)
check, escaping the webs on a success.
Spider Climb. The spider can climb difficult surfaces,
including upside down on ceilings, without needing
to make an ability check.
Web Walker. The spider ignores movement
restrictions caused by webbing.
Actions
Multiattack. The spider can use its Glimmereyes and
makes two attacks with its Bright Bite.
Bright Bite. Melee Weapon Attack: +9 to hit, reach 5
ft., one creature. Hit: 15 (3d6 + 5) piercing damage
plus 7 (2d6) radiant damage.
Glimmereyes. The spider targets one creature that it
can see within 30 feet. If the target can see the
spider, it must succeed on a DC 15 Wisdom saving
throw or become charmed by the spider. While
charmed in this way, a creature has disadvantage on
ability checks to escape the spider's webbing. The
target repeats the saving throw at the end of each of
its turns, ending the effect on itself on a success.
Raveling Radiance (1/Day). The spider emits all of its
harvested starlight in a 30-foot cone. The entire area
becomes webbed and each creature in that area
must make a DC 15 Dexterity saving throw, taking
36 (8d8) radiant damage on a failed save, or half as
much damage on a successful one.

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Sunfall Phoenix
A phoenix that dies at the hand of certain cosmic creatures or
necrotic magics may rarely transform into a sunfall phoenix,
a debilitated elemental trapped between life and death.
Seeking vengeance, these entities will cause devastation on
the world that disrupted its cycle of rebirth. These beings
twist the fatal nature of twilight upon their foes, preventing
them from healing the burning wounds that they inflict.

Sunfall Phoenix
Large elemental, chaotic evil

Armor Class 14
Hit Points 103 (12d10 + 36)
Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA


10 (+0) 19 (+4) 16 (+3) 2 (-4) 13 (+1) 16 (+3)

Skills Acrobatics +7, Perception +4


Damage Resistances necrotic
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 14
Sunfall Phoenix Chick Challenge 7 (2,900 XP)
Small elemental, chaotic evil
Twilight Rise. When the phoenix falls to 0 hit points,
Armor Class 12 it immediately regains a number of hit points equal
Hit Points 23 (4d6 + 8) to half its maximum hit points. The phoenix can
Speed 10 ft., fly 30 ft. only benefit from this trait once every 24 hours.
Fiery Fall. When the phoenix falls to 0 hit points, it
explodes. Each creature within 30-feet of it must
STR DEX CON INT WIS CHA make a DC 14 Dexterity saving throw, taking 7
8 (-1) 15 (+2) 14 (+2) 2 (-4) 11 (+0) 14 (+2) (2d6) fire damage and 7 (2d6) necrotic damage on
a failed save, or half as much damage on a
successful one. The fire ignites flammable objects in
Damage Resistances fire, necrotic the area that aren't worn or carried.
Senses darkvision 60 ft., passive Perception 10
Challenge 1 (200 XP) Flyby. The phoenix doesn't provoke opportunity
attacks when it flies out of an enemy's reach.
Twilight Rise. When the phoenix falls to 0 hit points, Feeble Illumination. The phoenix sheds dim light in a
it immediately regains a number of hit points equal 30-foot radius.
to half its maximum hit points. The phoenix can
only benefit from this trait once every 24 hours. Actions
Multiattack. The phoenix makes two attacks with its
Fiery Fall. When the phoenix falls to 0 hit points, it torrid talons.
explodes. Each creature within 10-feet of it must
make a DC 12 Dexterity saving throw, taking 3 Torrid Talons. Melee Weapon Attack: +7 to hit, reach
(1d6) fire damage and 3 (1d6) necrotic damage on 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage
a failed save, or half as much damage on a plus 3 (1d6) fire damage.
successful one. The fire ignites flammable objects in
the area that aren't worn or carried. Sunfallen Screech (1/Day). The phoenix releases an
accursed screech in the area, forcing each creature
Actions in a 20-foot area around it to make a DC 14
Constitution saving throw or take 14 (4d6) fire
Multiattack. The phoenix makes two attacks with its
damage plus 14 (4d6) necrotic damage and be
torrid talons. unable to regain hit points for up to 1 minute. A
Torrid Talons. Melee Weapon Attack: +4 to hit, reach creature that succeeds the saving throw takes half
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage damage and can regain hit points. A creature can
plus 3 (1d6) fire damage. remake the saving throw at the end of each of their
turns, ending the effect on itself on a success.

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Sunfire Scion
Large celestial, lawful good

Armor Class 18 (natural armor)


Hit Points 152 (16d10 + 64)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA


15 (+2) 20 (+5) 18 (+4) 13 (+1) 14 (+2) 19 (+4)

Saving Throws Con +9, Wis +7, Cha +9


Damage Resistances cold, radiant; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, restrained
Senses darkvision 120 ft., passive Perception 12
Languages Celestial, telepathy 120 ft.
Challenge 14 (11,500 XP)

Magic Resistance. The scion has advantage on saving


throws against spells and other magical effects.
Sunfire Scion Illumination. The scion sheds bright light in a 30-
foot radius and dim light for an additional 30 feet.
Woven from burning plasma emitted from the sun itself,
these celestial warriors serve as fierce combatants against Solar Flare. Whenever the scion damages a creature
forces from the Lower Planes. Scions are compelled by a with fire damage, it takes an additional 4 (1d8)
divine purpose; to eternally purge the planes of evil by radiant damage (included in the attacks and flame
whatever means prove necessary. These beings are wake) and must succeed on a DC 17 Constitution
saving throw or become blinded until the end of
possessed by a zealous conviction toward this cause, sowing their next turn on a failed save.
devastation and scorching the world beneath them in order to
destroy just a single darkened soul. Actions
Ferocious Followers. As children of the powerful events Multiattack. The scion makes three attacks: two with
which roil across the surface of the sun, these beings are its sear and one with its plasma whip.
avatars of ferocity and flame. These traits are utilized well by
their creators; the immense and powerful solars who serve as Sear. Melee Weapon Attack: +10 to hit, reach 5 ft.,
stewards of the gods. Scions will fulfill any task given to them one target. Hit: 14 (2d8 + 5) fire damage and 4
by an angel, guaranteeing its completion even if it results in (1d8) radiant damage.
blazing destruction or their own potential demise. Plasma Whip. Melee Weapon Attack: +10 to hit,
Cosmic Opposition. There are no creatures in any of the reach 10 ft., one target. Hit: 15 (3d6 + 5) fire
planes which these beings oppose more than the hellish ice damage and 4 (1d8) radiant damage. The target is
devils and abyssal nalfeshnees. The scion's enmity for ice grappled (escape DC 17) if the scion is not already
devils stems from a hatred for their obsession with elevation grappling a creature. Until this grapple ends the
through the ranks of the Nine Hells. They view this behavior target is restrained, moves with the scion, and takes
4 (1d8) fire damage at the start of its turns.
as a great offense against the celestial order and take
personal care in order to foil their plots. Flame Wake (Recharge 5-6). The scion erupts with
While all beings detest the corpulent and foul nalfeshnees, burning flame, forcing each creature within 10 feet
sunfire scions see them as so purely abhorrent that they are of the space it travels through until the end of its
incapable of withholding any power at their disposal in order turn to make a DC 17 Dexterity saving throw or take
42 (12d6) fire damage and 4 (1d8) radiant damage
to eliminate one of these putrescent fiends. Scions consider on a failed save, or half as much on a successful one.
them grotesqueness incarnate; an embodiment of chaotic
corruption that must be eradicated from the multiverse.
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Void-Bound Empyrean
Huge celestial (titan), neutral evil

Armor Class 20
Hit Points 261 (18d12 + 144)
Speed 50 ft., fly 50 ft., swim 50 ft.

STR DEX CON INT WIS CHA


26 (+8) 19 (+4) 26 (+8) 19 (+4) 21 (+5) 24 (+7)

Saving Throws Str +14, Int +10, Wis +11, Cha +13
Skills Insight +11, Intimidation +13
Damage Resistances cold, force
Damage Immunitities bludgeoning, piercing, and
slashing from nonmagical attacks
Senses truesight 120 ft., passive Perception
Languages all
Challenge 19 (22,000 XP)

Innate Spellcasting. The empyrean’s innate


spellcasting ability is Charisma (spell save DC 21,
+13 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
At will: cause fear, darkness, pass without trace         
1/day each: commune, dispel evil and good,
entropy, fear, gravity sinkhole
Legendary Resistance (3/Day). If the empyrean fails a
saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has advantage on
saving throws against spells and other magical
effects.
Magic Weapons. The empyrean’s weapon attacks are
magical.
Actions
Maul. Melee Weapon Attack: +14 to hit, reach 10 ft.
one target. Hit: 29 (6d6 + 8) piercing damage.
Legendary Actions
The empyrean can take 3 legendary actions. Only
Void-Bound Empyrean one legendary action option can be used at a time
and only at the end of another creature's turn. The
Empyreans are typically an embodiment of beauty and empyrean regains spent legendary actions at the
celestial force. These entities, however, have been touched by start of its turn.
the dark and corruptive influence of uncreation, becoming Attack. The empyrean makes one attack.
twisted versions of their archetypal cousins. Void-bound
empyreans are often lost in their own minds, acting as Bolster. The empyrean bolsters all nonhostile
ferocious aggressors against those that would attempt to creatures within 120 feet of it until the end of each
hinder the void from consuming all things. creature's next turn. Bolstered creatures can’t be
frightened and they gain advantage on ability checks
Unending Affliction. How these empyreans have come to and saving throws for the duration.
be distorted by the void is unknown by most. The few
scholars that have studied the history of these creatures Corrupt Creation (Costs 2 Actions). The empyrean
suggest that it may have been the result of a pact between a targets and distorts the perceptions of up to two
creatures within 60 feet of it. A creature targeted by
deity and a harbinger of the beyond. These scholars also this effect must make a DC 21 Wisdom saving
suggest that their affliction is irreversible, though the faintest throw or become charmed by the empyrean until
whispers from solitary sages have hinted that a cure exists to the end of its next turn. A creature charmed in this
restore these beings to celestial glory. way is hostile to all creatures hostile to the
empyrean for the duration.

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Void caller
Only rarely are masters of this astromancer discipline able to
Void Caller be found. Whether this is a result of seclusion stemming from
the isolated nature of their obsessions or from the rigorous
Medium humanoid, neutral evil
trials that they must endure for their dark-touched power is
Armor Class 12 (15 with mage armor)
unclear to outsiders.
Hit Points 91 (14d8 + 28)
Void Gazing. These are the few who recognize that true
Speed 30 ft.
brilliance is not found among the stars, but in the vacuum
that contains them; finding that the space between all things
is not truly vacant, but rather has an essence of its own that
STR DEX CON INT WIS CHA should be harnessed and revered.
10 (+0) 14 (+2) 14 (+2) 13 (+1) 18 (+4) 9 (-1)

Saving Throws Int +5, Wis +9


Skills Arcana +5, Deception +3, Perception +8,
Religion +5
Senses darkvision 60ft., passive Perception 18
Languages Abyssal, Common, Deep Speech
Challenge 10 (5,900 XP)

Spellcasting. The void caller is a 13th-level


spellcaster. Its spellcasting ability is Wisdom (spell
save DC 16, +8 to hit with spell attacks). The void
caller has the following astromancer spells prepared:
Cantrips (at will): blade ward, consuming void, fire
bolt, mage hand, minor illusion                              
1st level (4 slots): mage armor, shield                   
2nd level (3 slots): blindness/deafness, misty step
3rd level (3 slots): counterspell, fly, pulse wave   
4th level (3 slots): entropy, gravity sinkhole, greater
invisibility                                                                 
5th level (2 slots): hold monster, telekinesis         
6th level (1 slot): mass suggestion, reselect space   
7th level (1 slot): forcecage
Dark Expansion (2/Day). When the void caller casts a
spell using a spell slot of 4th level or lower, it can
use this trait to gain the benefits of having cast the
spell using one level higher of a spell slot.
Empty Space. When the void caller casts a spell
using its action or bonus action, it can instantly
teleport up to 10 feet away from its position into a
currently unoccupied space that it can see.
Tenebrous Soul. If the void caller has one of their
shades from beyond summoned, they can expend it
as a bonus action. The void caller, along with
anything they are wearing or carrying, instantly
becomes invisible and until the end of its next turn.
Actions
Staff. Melee Weapon Attack: +5 to hit, reach 5ft.,
one creature. Hit: 4 (1d8) bludgeoning damage.
Response from Beyond (1/Day). The void caller
summons two shades from beyond (pg. 36) in
spaces adjacent to the void caller, which remain in
the void caller's service for up to 10 minutes or
until the void caller becomes incapacitated. The
void caller must give the shades from beyond
commands as a bonus action in order to have them
move or attack.

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Void Herald
All things will return to the ever-lasting purity of Void Herald
nothingness... eventually. Void heralds seek only to hasten Large aberration, neutral evil
this inevitable end. These creatures attempt to eradicate all
creation from the universe, siphoning life energy in order to Armor Class 18 (natural armor)
feed the endless gluttony of eternally expansive space. Hit Points 161 (17d10 + 68)
Beings of Unreality. How these harbingers of the void Speed 40 ft.
obtain their forms, although they come from the true
emptiness beyond all things, is a mystery to even the most
knowledgeable creatures. They are an enigma of the STR DEX CON INT WIS CHA
universe; an aberration in the plans of what is meant to exist 19 (+4) 13 (+1) 18 (+4) 16 (+3) 11 (+0) 16 (+3)
which hatefully seeks to annihilate all other matter and form.
Enigmas from Nothing. The motivations of these dark Saving Throws Str +8, Con +8, Cha +7
champions are ambiguous, even to other aberrant beings. Damage Resistances cold, force; bludgeoning,
Though sometimes seen commanding lesser spirits of piercing, and slashing from nonmagical weapons
entropy, these creatures will also act by themselves, sowing Condition Immunities charmed, exhaustion,
random acts of devastation in their mission to bring all of frightened
creation to the void. Senses darkvision 120 ft., passive Perception 12
Languages Deep Speech, telepathy 120 ft.
Challenge 10 (5,900 XP)

Collapsing Void. When the herald dies, a black hole


appears in the space that it occupied, turning a 30-
foot radius around it into difficult terrain. A creature
that enters the area for the first time or starts their
turn there must succeed on a DC 15 Strength
saving throw or get knocked prone, take 7 (2d6)
bludgeoning damage, and be dragged 5 feet closer
to the black hole.                                                        
   A creature that succeeds on the save takes half
damage and does not fall prone or get dragged. A
creature that enters the space the black hole
occupies must make an additional DC 15 Strength
saving throw or take 35 (10d6) force damage, or
half as much damage on a successful roll. A creature
reduced to 0 hit points by this damage is
disintegrated. A disintegrated creature and
everything it is wearing and carrying, except magic
items, are reduced to a pile of fine gray dust. The
black hole exists for 1 minute, at which point it
dissipates.
Summon Void. At the end of each of its turns, the
void herald summons a 20-foot radius sphere of
magical darkness centered on a target that it has
damaged this turn, which lasts until the start of the
void herald's next turn. The void herald sees through
this darkness.
Actions
Multiattack. The void herald makes three attacks.
Oblivion Scythe. Melee Weapon Attack: +8 to hit,
reach 10 ft., one target. Hit 8 (1d8 + 4) slashing
damage plus 5 (1d10) force damage.
Reactions
Whispering Dark. When a creature the void herald
can see starts its turn within 30 feet of the herald,
the void herald can inflict it with overwhelming fear.
The creature must succeed on a DC 15 Wisdom
saving throw or be frightened until the end of its
turn.

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Vulora
Medium celestial, chaotic good

Armor Class 16 (natural armor)


Hit Points 90 (12d8 + 36)
Speed 40 ft., burrow 10 ft.

STR DEX CON INT WIS CHA


10 (+0) 19 (+4) 16 (+3) 15 (+2) 11 (+0) 16 (+3)

Saving Throws Dex +7, Wis +3, Cha +6


Skills Acrobatics +10, Perception +6
Damage Resistances cold, radiant; bludgeoning,
piercing, and slashing from nonmagical weapons
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Common
Challenge 8 (3,900 XP)

Enchanting Aurora. As the vulora moves, it leaves


behind a 10-foot tall and 5-foot wide curtain of light
in the spaces it moves through which lasts until the
start of its next turn. When a creature enters the
area for the first time on a turn, it must succeed on
a DC 14 Wisdom saving throw or be charmed by
the vulora. A creature can repeat the saving throw at
the start of each of its turns or when it takes
damage, ending the effect on itself on a success.
Magic Resistance. The vulora has advantage on
saving throws against spells and other magical
effects.
Actions
Vulora
Mythologies surrounding the auroras which fill the freezing
Multiattack. The vulora makes two attacks with its night are wide and varied. One story, however, which details
frigid nip. the great lights appearing from mythical foxes sweeping
Frigid Nip. Melee Weapon Attack: +7 to hit, reach 5 snow into the skies with their luminescent tails, finds truth
ft., one target. Hit: 11 (2d6 + 4) piercing damage with the elusive vulora. These creatures will sometimes travel
plus 10 (3d6) cold damage. The target must from their home in The Beastlands to the Material Plane,
succeed on a DC 14 Constitution saving throw or whereupon they stalk frigid landscapes and impart visions of
be unable to take reactions until the start of the beauty and wonder to those that live in these harsh places.
vulora's next turn, as well as choose to use either a Bitter Burrows. Vulora make their domains in the biting
bonus action or action on its next turn, not both. cold parts of the world, wandering secluded forests or snow-
Auroral Flash (Recharges after a Short or Long rest). covered plains. Often hunted because of their spectacular
The curtain of light from the vulora's Enchanting visage, they tend to hide in dens that they burrow within the
Aurora trait flashes with intense celestial energy. snow and earth, muting the scintillating trails of light they
Each hostile creature within 20 feet of the curtain leave behind while moving. Outside of their burrows, vulora
must make a DC 14 Constitution saving throw. On a are largely capable of protecting themselves from typical
failed save, a creature takes 33 (6d10) radiant threats; wielding natural charm, freezing bites, and burning
damage and is blinded until the end of its next turn.
On a successful save, a creature takes half as much
light in their defense.
damage and isn't blinded. Celestial Secrets. These rare beings are quick and
captivating creatures who, on the scarce occasion they
interact with others, love to play games and entertain. They
have been known to entice mortals by promising to impart
celestial secrets upon those who prove themselves skilled
enough to capture them. These hidden revelations are always
guaranteed to be true, as vulora refuse to speak a lie to any
being, belying their otherwise wily nature.
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Wormhole Hydra
When the goddess Tiamat struck down her rival draconic
deity and sprayed her blood which created the hydra across
the multiverse, some drops failed to land upon material
Wormhole Hydra
Huge monstrosity, unaligned
worlds. This blood remained scattered through empty space,
slowly absorbing the latent energy of the universe and
coming to spawn a new species of hydra which has finally Armor Class 16 (natural armor)
found its way to mundane lands. This breed is imbued with Hit Points 213 (17d12 + 102)
Speed 30 ft.
chaotic cosmic power that allows these creatures to warp
through space near to them.
Chaotic Consumption. While its more mundane cousins STR DEX CON INT WIS CHA
are known by their gluttonous appetite, these more magical
relations are even more voracious. These creatures use their 22 (+6) 12 (+1) 23 (+6) 2 (-4) 10 (+0) 16 (+3)
many heads to shred apart food and appease each one's
monstrous appetite, as well as instinctually utilize the raw Skills Perception +8
spatial magic that spawned them to harm and capture prey. Senses darkvision 60 ft., passive Perception 18
Unpredictable Attacker. In battle, beyond their trampling Challenge 11 (7,200 XP)
bodies and gnashing teeth, these beings have an innate ability
to create small portals for their heads to travel through while Multiple Heads. The hydra has five heads. While it
staying attached to their body, extending their reach against has more than one head, the hydra has advantage on
any prey at a distance. These entities also conjure beams of saving throws against being blinded, charmed,
forceful energy to damage foes so that they may feast upon deafened, frightened, stunned, and knocked
unconscious. Whenever the hydra takes 25 or more
them more easily. Using these skills in tandem makes the damage in a single turn, one of its heads dies. If all
hydra a highly formidable creature for any hero to face. its heads die, the hydra dies. At the end of its turn, it
Ever Wakeful. With their many heads, a hydra ensures grows two heads for each of its heads that died
that it never completely falls asleep. While they rest, at least since its last turn, unless it has taken fire damage
one of the hydra's heads is awake. since its last turn. The hydra regains 10 hit points
for each head regrown in this way.
Reactive Heads. For each head the hydra has beyond
one, it gets an extra reaction that can be used only
for opportunity attacks.
Rift Strike. The hydra can use a bonus action to open
a brief portal and teleport one of its heads to an
unoccupied space that it can see within 60 ft. of its
body until the end of its next turn.
Unending Breath. The hydra can hold its breath
indefinitely as long as it is not incapacitated.
Actions
Multiattack. The hydra makes as many bite attacks as
it has heads.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 11 (1d10 + 6) piercing damage.
Varifore Beam (Recharge 6). The hyrda channels the
raw energy surrounding its heads, blasting it forward
in an 30-foot line that is 5 feet wide. Each creature
in this area must make a DC 15 Dexterity saving
throw, taking 44 (8d10) force damage on a failed
save, or half as much on a successful one. For each
head the hydra has beyond one, it makes an extra
beam, originating from the head's location and in
the direction of its choice. A creature can not be
harmed by more than one beam on the same turn.

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Xer'ka, The Void Dragon
The void dragon was once a pair of crystal dragon twins who
fell to the influence of the void as a result of their hubris. Now
a corrupted version of their former selves, this new being,
Xer'ka, acts as a torturous and terrifying herald of the void,
second only to the ruling powers of the great dark.
Lair Actions
On initiative count 20 (losing initiative ties), Xer'ka can take
the following lair actions; Xer'ka can't take the same lair
action two rounds in a row:
Darkest Void. A 20-foot radius sphere of magical darkness
spreads from a point Xer'ka chooses within 80 feet of it.
Fel Banishment. Xer'ka targets one creature in its lair,
which must make a DC 16 Charisma saving throw or be
banished, as with the effect of the banishment spell, for up to
1 minute. A creature can remake the save at the end of each
of its turns, ending the effect on itself on a success.
Hungering Beyond. All creatures in the lair hostile to
Xer'ka must make a DC 16 Constitution saving throw or take
9 (2d8) damage or half as much on a success. Xer'ka regains
hit points equal to the damage done by this effect.

Xer'ka, The Void Dragon Actions


Gargantuan dragon, neutral evil
Multiattack. Xer'ka makes three attacks: one with its
bite and two with its claws.
Armor Class 22 (natural armor)
Hit Points 526 (27d20 + 243) Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one
Speed 40 ft., fly 80 ft. (hover) target. Hit: 21 (2d10 + 10) piercing damage plus 14
(4d6) force damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 17 (2d6 + 10) slashing damage.
30 (+10) 10 (+0) 28 (+9) 19 (+4) 12 (+1) 25 (+7) Entropic Breath. (Recharge 5-6). Xer'ka unravels creation
in a 90-foot cone. Each creature in that area must make
Saving Throws Dex +8, Con +17, Wis +9, Cha +15 a DC 25 Constitution saving throw. On a failed save, a
Skills Perception +17, Stealth +8 creature takes 77 (22d6) force damage and gains 1
Damage Resistances cold, force; bludgeoning, piercing, level of exhaustion at the start of each of its turns. A
and slashing from nonmagical attacks creature that succeeds the saving throw takes half
Condition Immunities blinded, charmed, exhaustion, damage and does not gain a level of exhaustion. A
creature repeats the saving throw at the end of each of
frightened, poisoned, prone, unconscious
its turns, no longer gaining exhaustion from this effect
Senses blindsight 60 ft., darkvision 120 ft., passive on a success. If a level of exhaustion is removed from a
Perception 27 creature by a spell, such as greater restoration, or
Languages all, telepathy 120 ft. another magical effect, they are additionally immune to
Challenge 25 (75,000 XP) gaining exhaustion from this effect for 1 minute.

Legendary Resistance (3/Day). If Xer'ka fails a saving Legendary Actions


throw, it can choose to succeed instead. Xer'ka can take 3 legendary actions. Only one legendary
action option can be used at a time and only at the end
Voidfallen. Xer'ka seeps the perverse and terrifying of another creature's turn. Xer'ka regains spent
energy of the void in the area around it. A creature legendary actions at the start of its turn.
within the 120-foot radius surrounding Xer'ka that
damages Xer'ka must make a DC 23 Wisdom saving Claw. Xer'ka makes a Claw attack.
throw or be frightened of Xer'ka until the start of their
next turn. A creature that succeeds this saving throw is Minor Warp. Xer'ka teleports up to 20 feet from its
immune to this effect until the start of their next turn. location to an unoccupied space that it can see.
Incarnate of Uncreation. A creature frightened of Xer'ka Collapse Creation. (Costs 2 Actions). Xer'ka destoys
has its vitality siphoned as it returns to the great reality in a 20-foot radius around it. A creature in this
nothingness, taking 9 (2d8) necrotic damage at the end area other than Xer'ka must make a DC 23 Constitution
of each of its turns. Xer'ka regains hit points equal to saving throw, taking 21 (6d6) force damage on a failed
the damage done by this effect. A creature reduced to save, or half as much on a successful one. All
0 hit points by this effect gains 1 level of exhaustion. nonmagical objects in this area are disintegrated.

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Notes on Cosmology

I
nfinite possibilities abound for how the cosmos of a
world is designed. Integrating how each or all of the
creations presented in this compendium exist in such
a world is, of course, the prerogative of the creative
DM. The following will include notes on certain
concepts, such as what the void may be understood
to be, as well as how the presence of existing
cosmological ideas may be conciliated to allow a universe in
which the concept of (mostly) empty and traversable space
that some of this compendium relies on can exist. As always,
these notes are simply examples and may be reinterpreted
(or disregarded!) by DMs to suit their particular worlds.
Considering Space
Although this compendium was designed with the intent for
creations to be largely setting non-specific, some of the
material may not mesh with a DM's understanding of their
cosmos. One may decide to reorient the concepts presented
in the prior pages to allow for these creations, regardless.
For example, Realmspace and other canonical Dungeons
and Dragons worlds tend to use a system that incorporates
crystal spheres, wildspace, and the phlogiston. A DM who
wishes to use some aspects of these concepts may conclude
that they will keep wildspace, but eliminate the crystal
spheres and phlogiston from their canon; making travel to or
from any celestial bodies possible simply through space.
Perhaps in your world there exists no moon, but a player is
interested in playing a Discipline of Moons Astromancer. You
can work together to create an unconventional way in which
a lunar influence still exists in your world. Maybe you utilize
the starscape of the Astral Plane as a version of traversable
space in your homebrew. You could consider having star-
based creations originate from here, instead of traditional
space. Alternatively, an issue may arise where there already
exists a void or constellations in your canon that do not
emulate the designs in this compendium. You may want to
simply rename the creations presented. Don't feel bound by
the flavor and suggestions presented in the pages above!
The Void
The "void" is a concept often presented in this compendium,
considered to be an abstract of space; its domain both the
area between matter, as well as all that exists beyond the
known multiverse. In some interpretations, it is "emptiness"
or a more abstract "lack of being." In other understandings of
this universal (or extra-universal, as it may be) force, it is one
of terror; a force that seeks to return all things to the dark
nothingness that existed before matter had been conceived.
Some of the beings native to the void, as well as the void's
general aesthetic, may bear resemblance to the Far Realm.
However, one should consider the varying motivations that
the two domains and the creatures native to them possess.
Whereas the Far Realm is similarly impossible to understand
in its utter madness as the void is, the entities which possess
power in the Far Realm do not seek to utterly undo creation
as the void does, but rather invade and rule it in their own
alien image. These divergent goals implicate a difference in
action that the two might take, but a DM may decide that the
two have a closer relationship than this section implies.
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A Special Thanks     Filipe Pagliuso - artstation.com/filipe-pagliuso
To everybody involved in both playtesting and reading Wesley Burt (MtG) - artstation.com/wesleyburt
through these creations over the last couple years! Paul Canavan - artstation.com/paulscottcanavan
Everybody's input has been enormously helpful, with SIXMOREVODKA - sixmorevodka.artstation.com
particular shoutouts to @TheAttackBox, @Drakitydrackity, Guilherme Batista -
@ChristopherTruth, @Phylea, @CalypsianCourtesan, artstation.com/batistaguilherme
@Esiya, r/unearthedarcana, and the Discord of Many Things Dan Scott (MtG) - danscottart.format.com
for their incredible feedback that served as launching points Dallas Williams - dallasillustration.com/
for reworks that all of these creations underwent. Michael Netrat - artstation.com/netrat
SIXMOREVODKA - sixmorevodka.artstation.com
Save for any potential errors in grammar or otherwise that Kent Davis - artstation.com/idrawbagman
have gone unseen, these are the final versions for everything Venjix5 - deviantart.com/venjix5
(seriously, for real this time)! However, playtesting is always Jana Vorster Broodryk -
welcome, so feel free to drop a comment to u/liusediana with artstation.com/janavorsterbroodryk
any experiences you might have. Artists Unknown - Pottermore, God of War, Dark
As always, Happy Starfaring! Souls 3, World of Warcraft
Tais Fernandes - taisfernandes.artstation.com
WotC - Magic Item Compendium (3.5)
Sean Andrew Murray - seanandrewmurray.com
Art Credits Erica Yang (MtG) -
instagram.com/yidotattooericayang
    Eric Deschamps (MtG) - ericdeschamps.com Zoltan Boros & Gabor Szikszai - boros-
William Murai - artstation.com/willmurai szikszai.com
K K (Driftland) - kkr.artstation.com/ Marina Borisenko - artstation.com/mimii
Bo Chen (Riot Games) - artstation.com/chenbo Randy Vargas (MtG) - deviantart.com/vargasni
Stu Harrington (SMITE) - AppleSin - deviantart.com/applesin
artstation.com/stuharrington Caymen307 - deviantart.com/cayman307
Lin Romanov - rlinarts.tumblr.com/ Jarling-art - deviantart.com/jarling-art
WikiMia - deviantart.com/wikimia Karolina 'Isvoc' Plutowska - isvoc-art.com
Lie Setiawan (MtG) - artstation.com/liesetiawan Sandara Tang - artstation.com/sandara
Jason Rainville (MtG) - jasonrainville.com CanserM - deviantart.com/canserm
Sergey Gurskiy (Pathfinder: Kingmaker) - CobraVenom. - deviantart.com/cobravenom
artstation.com/krmplce Hugh Pinder (MtG) - artstation.com/pindurski
Alexandra Curte - artstation.com/alexandracurte Jeremy Anninos (League of Legends) x2 -
Mortea Tadel - artstation.com/tadel_citadel artstation.com/anninosart
Chengwei Pan (Riot Games) - artstation.com/pan Jason Kang (MtG) - artstation.com/jasonkang
Michal Ivan (Riot Games) - Crow God (Riot Games) - artstation.com/crowgod
michalivan.artstation.com A.J. Nazzaro (Blizzard) - artstation.com/ajnazzaro
Nognumnoy - artstation.com/nognumnoy Mathias Kollros (MtG) - artstation.com/guterrez
Taylor Payton - taypayart.com Zeen Chin (Riot Games) - artstation.com/zeen
Clayscence - deviantart.com/clayscence Ian Marcuson - artstation.com/realmforge
Clockbirds - deviantart.com/clockbirds Kitsune-aka-Cettie -           
Jean Go (Riot Games) - artstation.com/jeango deviantart.com/kitsune-aka-cettie
Dan Scott (MtG) - danscottart.format.com Sharisse Rourke - artstation.com/sharisserourke
Young Kim - youngkimart.com Raymond Swanland (MtG) -
MarmaduX-Smite (Smite) - raymondswanland.com
deviantart.com/marmadux-smite Pedro Sena - artstation.com/lordigan
Aleksandra Wojtas (Gwent) - Themce (Dota 2) - deviantart.com/themce
artstation.com/aleksandra Tim Barton - artstation.com/cosmicspark
Chase Stone - chasestoneart.com Gabriel Gajdos - deviantart.com/gabrielgajdos
Jason Engle (MtG) - jaestudio.com/ Matt Stewart (MtG) - matthew-stewart.com
Mila Pesic (MtG) - artstation.com/milapesic Artist Unknown - League of Legends
Anna Podedworna (Gwent) - Jade Merien - deviantart.com/jademerien
artstation.com/akreon Hugh Pinder (MtG) - artstation.com/pindurski
Lemon Sky Studios (TES: Legends) - Joe Slucher (Monte Cook Games) -
artstation.com/lemonsky deviantart.com/joeslucher
Will Murai (MtG) - artstation.com/willmurai Svetlin Velinov (MtG) - artstation.com/velinov
Chris Rahn (MtG) - rahnart.com Simon Eckert (Smite) - deviantart.com/scebiqu
Tommy Arnold (MtG) - MarmaduX-Smite (Smite) -
twitter.com/tommyarnoldart? deviantart.com/marmadux-smite
Chris Rallis (MtG) - rallisart.com Victor Maury (Riot Games) -
Olga Debras - instagram.com/olgadrebas/?hl=en artstation.com/victormaury
Aurelien Rantet (Endless Legend) - Eepox - deviantart.com/eepox
artstation.com/aurel Housunnappi - deviantart.com/housunnappi
WotC - Curse of Strahd Sourcebook Joe Slucher - deviantart.com/joeslucher
Mike Azevedo (League of Legends) - SIXMOREVODKA - sixmorevodka.artstation.com
artstation.com/mikeazevedo Dominik Mayer (MtG) - artstation.com/dtmayer
Lucas Parolin - deviantart.com/lucasparolin Format provided by GMBinder!

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