School of The Green Star

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Arcane Traditions

The study of wizardry is ancient, stretching back to the


earliest mortal discoveries of magic. It is firmly established
in the worlds of D&D, with various traditions dedicated to
its complex study. The most common arcane traditions in
the multiverse revolve around the schools of magic.
Wizards through the ages have cataloged thousands of
spells, grouping them into categories called schools. In
some places, these traditions are literally schools; a wizard
might study at the School of Illusion while another studies
across town at the School of Enchantment. In other
institutions, the schools are more like academic
departments, with rival faculties competing for students and
funding. Even wizards who train apprentices in the solitude
of their own towers use the division of magic into schools
as a learning device, since the spells of each school require
mastery of different techniques.

School of Green Star


Once a generation, the legendary Green Star crosses the
sky, a portent of great and terrible events. Each time it
passes, shooting stars of burning emerald fall from the sky.
These fallen stars are the only known source of starmetal, a
rare and precious ore infused with mighty magical powers.
A wizard of the School of the Green Star utilizes the Starmetal Resistance
wondrous properties of the starmetal, turning himself Starting at 6th level, the magic of the starmetal helps you
slowly from a creature of flesh and blood into a statue overcome physical difficulties. You can gain advantage on
forged of starmetal, gaining great powers in the process. a Strength, Dexterity, or Constitution saving throw. You
must choose to use this ability before you roll the saving
Starmetal Rigor
At 2nd level, the starmetal has started to strengthen your throw, and you cannot use this ability again until you finish
body and harden your skin. Your hit point maximum a short or long rest.
increases by 1 and increases by 1 again whenever you gain Unbroken Will
a level in this class. At 10th level, the starmetal hardens your mind. Damage
Additionally, when you arent wearing armor, your AC cannot break your concentration on spells of 3rd level or
equals 13 + your Dexterity modifier. lower.

Fists of Starmetal Master Simulator


At 2nd level, your fists become harder, and can be used to At 14th level, you complete your transformation, and
focus your magical energies. Your unarmed strikes use a d4 resemble a perfectly sculpted statue of yourself forged from
for damage. These strikes are considered magical for the green starmetal. You are changed by the following ways:
purpose of overcoming resistance and immunity to
You do not need to eat, sleep or breath.
nonmagical attacks and damage. At 6th level, your strikes
You do not age, and you do not die of old age.
use a d6 for damage, and at 14th level they use a d8 for
damage. You are immune to poison damage and to all diseases.
When you make a melee spell attack, you can add your You are immune to the exhausted, paralyzed, petrified,
unarmed strike damage to the effects of the spell. Also, and poisoned conditions.
once per turn, when you make a ranged spell attack roll, You can use your own magical body as an arcane
you can make it as a melee spell attack instead. focus. If you do so, your spell save DC and spell attack
bonus each increase by 1.

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