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Zodiac

Bearing the sign of greater constellations, your spirit is blessed by a higher power. Fickle however, the tempestuous potential of fate often leads a mortal vessel to live a life of dramatics. A Zodiac’s aligns themselves with the moment, able to adapt in an ever changing world. They arrive when needed, with glimpses of great power behind their steps, yet can never be truly relied on. As a Zodiac, you may have been born your powers during a stellar event. Alternatively, you could have spent years mapping the night sky, inspired by it’s vastness. Perhaps you simply wished upon a star.


Level 3: Maps of Heaven

You gain proficiency with Cartographers tools and you always know the direction of true north.

In addition, by spending 1 minute studying the stars you can accurately identify your location comparative to landmarks you are familiar with. In addition, you can supernaturally gleam accurate information about one of the following:

  • The next 8 hours of weather in the locale.
  • The current state of the tide and moon phase.
  • The distance and direction of the closest planar portal within 1 mile of you.

Level 3: Star Sign

Born to the power of the stars, you can cause the damage of your Sneak attack feature to be Radiant damage, instead of it’s usual type.

In addition, when you finish a Long Rest, you may adopt one lesser star sign. A star sign’s bonus lasts until you finish a Long Rest, or until you adopt another one. As a Bonus action, you may change your star sign selection. You can use this Bonus action once, regaining usage upon finishing a Short or Long Rest.

Lesser star sign options:

The Gyroscope. You gain proficiency in Strength saving throws and a +1 bonus to AC. These bonuses last until you take damage, and you regain them at the start of your turn. In addition, while you have this sign adopted you cannot be moved against your will.
The Serpent. You gain a Swim speed equal to your Speed, and you gain Resistance to one of the following damage types, chosen when you adopt this sign: Cold, Poison or Radiant.
The Twins. When you make a D20 Test and roll a 1 or a 20, you can add 1d6 to one D20 Test you make in the next minute. You can gain the bonus using this sign once, regaining usage upon finishing a Short or Long Rest. In addition, while you have this sign adopted you gain proficiency with the Arcana and Religion skills.
The Water Wheel. You gain Blindsight out to 10 feet, and you gain Advantage on Search checks made to detect magic. When you force a creature to make a saving throw in order to maintain Concentration on a spell, it subtracts 1d6 from it’s result.
The Wolf. Your Speed increases by 5 feet and when you hit a creature with an ally within 5 feet of it with a melee attack roll that would benefit from your Sneak Attack, you can deal an extra 2d6 damage with Sneak Attack.


Level 9: Written in the Stars

You gain the following Cunning Strike option:

Divine Sign. (Cost: 1d6). The target must succeed a Charisma saving throw, or you learn if it has any Resistances, Vulnerabilities or Immunities, and what they are. After you learn this information about a creature, for 24 hours, your Sneak Attack damage ignores Resistance to Radiant damage when dealing damage to that creature.


Level 13: Greater Star Sign

Whenever you would adopt a lesser star sign, you can adopt a greater one as well. Greater star signs are subject to the same restrictions as lesser ones, lasting until you finish a Long Rest or adopt another one. Additionally you may now use your Bonus action to change your star sign selection twice before having to finish a Short or Long Rest to regain usage. You do not need to change both star signs whenever you use this Bonus Action.

Greater star sign options:

The Crowned Stag. When a creature you can see within 30 feet of you is hit with an attack roll, you can take a Reaction to halve the attack’s damage against them (round down). Additionally, when a creature misses you with a melee attack roll, it takes 2d6 Radiant damage.
The Overflowing Chalice. Whenever you deal damage to a creature using your Sneak Attack, you gain 4 Temporary Hit Points. In addition, whenever you roll for your Sneak Attack damage, you can add 1d4 extra Radiant damage for each roll of a 6 on the die.
The Thorned Spear. When a creature fails a saving throw against one of your Cunning Strike effects, the next Cunning Strike you use against the target before the end of your next turn costs 2d6 fewer Sneak attack dice (minimum 0d6). Additionally, after you deal Sneak Attack damage to a creature and if it’s remaning Hit Points are equal to or less than your Rogue level, you can cause the creature to immediately die.
The Twinned Blade. When a creature hits you with an attack roll, you gain Advantage on the first attack you make against it before the end of your next turn. Additionally, when you deal Radiant damage to a creature, it gains Disadvantage on the first saving throw you force it to make before the end of your next turn.
The Winged Mask You gain a Fly speed equal to your Speed. In addition, when you fall to 0 Hit Points, you gain Hit Points equal to your Rogue level and teleport to an unoccupied space within 30 feet. You can gain Hit Points using this sign once, regaining usage upon finishing a Long Rest.


Level 17: Starfall

You may cause a swell of power to fill your vessel. As a Magic action, you can magically leap to an unoccupied space you can see within 60 feet. When you land, each creature in a 15 foot Emanation originating from you must make a Constitution saving throw against your Cunning Strike DC. On a failure a creature takes 20d6 Radiant and is Stunned until the end of your next turn. On a success they take half the damage only. Creatures beneath a starry night sky have Disadvantage on this saving throw.

Immediately after this leap, you become Invisible until the end of your next turn.

Damage dealt by this feature ignores Resistance. You can use this feature once, regaining usage upon finishing a Long Rest.

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