Identity
Stars Druids treat the cosmos as a biome. Their Inner Grove is a hemisphere of stars, and the constellations they recognize are not the printed astronomical charts of any one civilization but the older, layered patterns that show up the same in Aurelion ephemerides, Halcyion sky-litanies, Frontier voidwalker tattoos, and the inherited memory of certain very old elves. They channel through aspect — slipping their casting into the shape of a constellation and letting the constellation cast through them.
Features
- L3 Star Map
You craft and carry a personal Star Map — an inscribed disc, holo-pattern, retinal overlay, or chart-tattoo. The Map is your channeling focus and grants you these cantrips, always known: a minor light cantrip (your choice from Druid or Sorcerer cantrip list), a minor divination cantrip, and a minor radiant-damage cantrip. Additionally, as a bonus action, you may invoke one of three Constellation Aspects, which lasts 10 minutes or until you invoke a different aspect: • **The Archer:** Whenever you cast a channel that requires an attack roll, you deal an additional 1d8 radiant damage on a hit. • **The Chalice:** Whenever you cast a channel that restores hit points, one creature healed by the channel (you choose) regains additional HP equal to 1d8 + your WIS modifier. • **The Wyrm:** Your channel save DC increases by 1, and your space is lightly illuminated in pale starlight in a 5-ft radius. Constructs and undead have disadvantage on saves against your channels while you are in the Wyrm aspect. You can invoke a Constellation Aspect a number of times per long rest equal to your proficiency bonus.
- L7 Cosmic Omen
Each morning at the long rest's end, roll a single d6 — your Cosmic Omen die. On an even roll, the omen is **Weal**; on an odd roll, the omen is **Woe**. Throughout the following day, you have a number of Omen tokens equal to your proficiency bonus. As a reaction when a creature you can see within 30 ft makes an attack roll, ability check, or saving throw, you may spend one Omen token to apply the omen: under Weal, the target rolls a 1d6 and adds it to the roll; under Woe, the target rolls a 1d6 and subtracts it from the roll (the target's choice of which roll to apply Woe to if multiple are eligible at the same instant; otherwise you choose). Allies may benefit from Weal; enemies from Woe. You decide which targets receive the Omen each time you spend a token, within the constraint that Weal helps and Woe harms. Unused Omen tokens are lost on long rest, when the new die is rolled.
- L11 Twinkling Constellations
Your Constellation Aspect feature changes: • You may have two Aspects active simultaneously, gaining the benefits of both. • When you change Aspects on your turn (as a bonus action), the new Aspect immediately grants its benefit to up to two allies within 30 ft until the start of your next turn. (For the Archer, an ally adds 1d8 radiant damage to their next attack within that window; for the Chalice, the ally regains 1d8 + your WIS modifier HP immediately; for the Wyrm, the ally's saves against being Frightened are made with advantage until the start of your next turn.) • Constellation Aspect uses recover on a short rest as well as a long rest.
- L15 Full of Stars
When you have any Constellation Aspect active, your body is faintly translucent and shot through with points of stellar light. You have resistance to bludgeoning, piercing, and slashing damage from non-magical, non-Rift sources, and once per turn when you hit a creature with a channel attack or melee weapon attack, you deal an additional 1d10 radiant damage. Additionally, your channel save DC increases by 1 (stacking with the Wyrm aspect's bonus, for a +2 total while in the Wyrm aspect).
- L18 Stellar Aspect
Once per long rest, as a bonus action, you assume a Stellar Aspect form for 10 minutes — your silhouette filling with a moving constellation. Choose one of three forms; each grants all of the following benefits in addition to your normal Constellation Aspect of the same name: • **Archer-Sphere:** You gain a flying (hover) speed of 30 ft. Once per turn as a bonus action, you may make a single ranged channel attack as a Star-Arrow, dealing 4d10 radiant damage on hit, with a range of Far. • **Chalice-Sphere:** You and allies within 30 ft who can see you have advantage on death saves and on saves against being reduced below 0 HP. At the start of each of your turns, one ally within 30 ft of your choice regains HP equal to 2d8 + your WIS modifier. • **Wyrm-Sphere:** Your channels deal an additional 2d10 damage to undead and constructs. Once per round, when a hostile creature within 30 ft fails a save against one of your channels, you may immediately impose the Frightened condition (of you) on that creature until the end of its next turn, no additional save. The form ends early if you are reduced to 0 HP.