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  All the Lights in
  All the Lights in
  All the Lights in
  All the Lights in
  All the Lights in
  All the Lights in
  All the Lights in
  All the Lights in
  All the Lights in     
  the Sky are Stars
  the Sky are Stars
  the Sky are Stars
  the Sky are Stars
  the Sky are Stars
  the Sky are Stars
  the Sky are Stars
  the Sky are Stars
  the Sky are Stars
  
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  Front
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  Preface
  Preface
  All the Lights in the Sky are Stars, or ATLAS for short, is an
  astronomical compendium lovingly put together by the good
  people of the Haven Discord server. We homebrew for our
  own joy and to provide enjoyment to the readers.
  The contents of this compendium are intended to be
  balanced for play in a regular Dungeons and Dragons Fifth
  Edition group.
  Contributing Members
  Contributing Members
  Arveraflame#4026 — /u/Florina_Liastacia 
  Blackbando#1102 — /u/Dingo_Chungis 
  Halogen#9841 — @HalogenTalks 
  Izshta#8450 — /u/izshta 
  Kamikaze#1337 — /u/rampantentity 
  Kvothe#1972 — /u/feathered_kvothe 
  MagmaNaught#8464 — /u/MagmaNaught 
  Rnar#9417 — /u/Rnar_ 
  silverbass#2407 — /u/aeyana 
  snek#3387 — /u/warriorsnek 
  Solinovae#1970 — @Solinovae_
  Art Credits
  Space Texture: GeistVIRUS ..................................................
  Serenity: Sephiroth Art ...................................................................
  Steampunk Astrolabe: Davison Carvalho ..................................
  Crystal Golem: Vlad (Shwlg) .........................................................
  Schoolism Alien: Dave Rapoza .....................................................
  Comet: Kimi no Na Wa, CoMix Wave Films ...............................
  Quasar: Jessica Rossier, for Quanta Magazine ...........................
  Sky: 磯部トースト .............................................................................
  Constellation Nautilus: Nikolas Novakovic (snupi988) ........
  Blood Meteor: Randis Albion (randis) .......................................
  Deep Space V2: Soulscream (aRchAng3lZz) ..........................
  Star Trails: Dustin Goodspeed (blackismyheart90) ...............
  One Thousand Shooting Stars: Rain (timelessrain) ............
  New Moon: Jennifer Henriksen (HolgaJen) ..............................
  Star-Spawn of Cthulhu: Jecrell ..................................................
  Mountain Nebula: Tyler Young (TylerCreatesWorlds) ...........
  Meteno | Minior: AutobotTesla ...................................................
  Xarthisius: Anna Podedworna ....................................................
  Planetarium: Cathleen McAllister .............................................
  Black Hole: Igor Vitkovskiy (ArtistMEF) ..................................
  Sun: Rafael Miranda (RMirandaha) ...........................................
  Night Sky: Barbara Florczyk (BaxiaArt) ...................................
  Undyne: Undertale .........................................................................
  Dwarven Drill Spear: Kevin Ferguson .....................................
  Neural Net Art: TenSoonK ..........................................................
  Bleeding Nova: sam13gidget ......................................................
  Star Lion: Source Unknown, edited by silverbass#2407 ......
  Ankheg Queen: Caio Monteiro ...................................................
  Meteor Golem: Lake Hurwitz .....................................................
  Night Forest: Jeannie Bella ..........................................................
  Nebula Dragon: SiliconShaman .................................................
  A Nebula: Rafael Miranda (RMirandaha) ..................................
  Cosmic Squid: Cassel-Anthony ...................................................
  Space Whale: Jeff Brown .............................................................
  Jellifish: Tsiox (MKings) ................................................................
  Star Devourer: Zhengyi Wang ....................................................
  Tengen Toppa Gurren Lagann: Gainax ...............................
  Table of Contents
  Table of Contents
  Part 1: Races
  Part 1: Races ............................................................................
  Star Genasi .........................................................................................
  Cosmic Gnome ...................................................................................
  Starforged ...........................................................................................
  Vandori .................................................................................................
  Part 2: Subclasses
  Part 2: Subclasses ...............................................................
  Barbarian: Path of the Comet .........................................................
  Bard: College of Superstars ............................................................
  Cleric: Sky Domain ...........................................................................
  Druid: Circle of Constellations .....................................................
  Fighter: Meteor Knight ..................................................................
  Monk: Way of the Void ....................................................................
  Paladin: Oath of the North Star ...................................................
  Ranger: Shooting Star ...................................................................
  Rogue: Nightmare ...........................................................................
  Sorcerer: Star Spawn ....................................................................
  Warlock: The Nebula ......................................................................
  Wizard: School of Astronomy .......................................................
  Part 3: Spells
  Part 3: Spells .........................................................................
  Spell Lists .........................................................................................
  Spell Descriptions ...........................................................................
  Part 4: Magic Items
  Part 4: Magic Items .........................................................
  Part 5: Creatures
  Part 5: Creatures .............................................................
  Astral Lynx ........................................................................................
  Constellate Creatures .....................................................................
  Dancing Star ....................................................................................
  Krenelisk ...........................................................................................
  Meteor Golem ..................................................................................
  Moon-Touched Creatures ..............................................................
  Nebula Dragon .................................................................................
  Space Beasts ....................................................................................
  Star Devourer ..................................................................................
  Star Elemental .................................................................................
  ON THE COVER
  The stars shine defiantly through the clouds.
  First Release: December 2018
  
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  T
  Part 1: Races
  Part 1: Races
  his chapter presents four new races or
  subraces to supplement those in the Player's
  Handbook and other published Wizards of the
  Coast works: star genasi, cosmic gnome,
  starforged, and vandori. These new options are
  available when you make a character, provided
  that your DM allows them in your campaign.
  Races and the cultures surrounding them can have a big
  impact on a campaign's setting, and thus your DM should
  thoroughly consider the impact of allowing these races in your
  campaign.
  Star Genasi
  Star Genasi
  "My mother once told me a story about the stars, heavenly
  entities that guide us from above, constantly watching over us
  from the night sky. She told me she'd met one once. I had
  thought she was joking."
  — Cecelia Winnows, Astrognomer
  Nebulous Origins
  Nebulous Origins
  The star genasi are born from the wishes of a mortal upon a
  star. They are the might and mind of heavenly bodies, and
  draw their power from the glowing core they carry in place of
  a heart, a shard of their parent star. This core grants them the
  power to illuminate the dark.
  Otherworldly Appearance
  Otherworldly Appearance
  Star genasi are strange creatures, with dark-blue skin that
  blends with the night sky and eyes containing the light of
  thousands of galaxies. They have silvery hair that shimmers
  with starlight in the light of day, the specks of light that infuse
  their skin and hair becoming less pronounced during the
  daytime. However, their eyes still bear the light of countless
  stars.
  Star Genasi Names
  Star Genasi Names
  Star genasi use the naming conventions of the people among
  whom they were raised. They might later assume the names
  of constellations or stars, such as Orion, Polaris, or Vega.
  Some take on more vague names to reflect their origins, such
  as Nebula, Nova, or Starlight.
  Star Genasi Traits
  Star Genasi Traits
  When you create a genasi character, you may choose the star
  genasi as an alternative to the subraces in the Elemental Evil
  Player's Companion. For your convenience, the traits of the
  genasi and the star genasi are combined here.
  Ability Score Increase. Your Constitution score increases
  by 2, and your Charisma score increases by 1.
  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.
  Darkvision. 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.
  Radiant Resistance. You have resistance to radiant
  damage.
  Reach for the Stars. You know the twinkle
   cantrip.
  When you reach 3rd level, you can cast the starlight
  shroud
   spell as a 2nd-level spell; you must finish a long
  rest in order to cast the spell again using this trait. When you
  reach 5th level, you can also cast the dazzling gleam
  spell; you must finish a long rest in order to cast the spell
  again using this trait. Constitution is your spellcasting ability
  for these spells.
  Star Genasi Variant
  Though most star genasi are born from living stars,
  sometimes the situations of their birth can result in
  the collapse of a star into a black hole.
  If your DM allows it, your star genasi character
  can forgo Reach for the Stars and instead gain the
  following feature:
   
  Black Hole Magic. You know the twinkle
  cantrip. When you reach 3rd level, you can cast the
  gravity pulse
   spell as a 2nd-level spell; you
  must finish a long rest in order to cast the spell
  again using this trait. When you reach 5th level, you
  can also cast the darkness spell; you must finish a
  long rest in order to cast the spell again using this
  trait. Constitution is your spellcasting ability for
  these spells.
  ATLAS
  ATLAS
  ATLAS
  ATLAS
  ATLAS
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  Cosmic Gnome
  Cosmic Gnome
  "The ongoings on the surface interest me not. Mine eyes need
  look only to the heavens."
  — Cecelia Winnows, Astrognomer
  Not so Different
  Not so Different
  Cosmic gnomes live quiet and reclusive lives. The few that do
  encounter them often mistake them for their rock or forest
  counterparts, due in part from the visual similarities they
  share with them.
  Cosmic gnomes retain some of the tinkering prowess that
  their rock gnome counterparts are renowned for, directing
  these talents toward the development of astrolabes and
  telescopes to further their astronomical research.
  Eyes to the Sky
  Eyes to the Sky
  Cosmic gnomes are defined primarily by their intense focus
  toward the heavens. Utilizing their longevity, a single cosmic
  gnome can study and record the motion of planets and stars
  in the sky for hundreds of years. Their findings often
  spearhead developments in meteorology and astral magics.
  Seers and Scholars
  Seers and Scholars
  The depth of a cosmic gnome's knowledge grants it foresight
  that some find nearly magical. Many become seers or
  esteemed astrognomers, highly sought after as advisors by
  royal courts for their divinations.
  Cosmic Gnome Traits
  Cosmic Gnome Traits
  When you create a gnome character, you may choose the
  cosmic gnome as an alternative to the subraces in the Player's
  Handbook. For your convenience, the traits of the gnome and
  the cosmic gnome are combined here.
  Ability Score Increase. Your Intelligence score increases
  by 2, and your Wisdom score increases by 1.
  Age. Cosmic gnomes enjoy relatively long lifespans
  compared to their forest counterparts. They mature at the
  same rate humans do, and most are expected to settle down
  into an adult life by around age 60. They can live 500 to
  almost 800 years.
  Alignment. Cosmic gnomes study the laws that govern the
  astral bodies, and tend towards lawful alignments.
  Size. Cosmic 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.
  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.
  Darkvision. 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.
  Astronomical Knowledge. Whenever you make a check
  pertaining to the stars or other cosmic bodies, you can add
  twice your proficiency bonus, instead of any proficiency bonus
  you normally apply.
  Star Seer. You know the guidance cantrip. Once you reach
  5th level, you can also cast the augury spell as a ritual.
  Intelligence is your spellcasting ability for these spells. You
  can only cast these spells outside and at night, with a clear
  view of the sky.
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  Starforged
  Starforged
  "I remember it so clearly, it was fleeting, but it was there, it
  came as soon as it arrived. My first thought, the first thing my
  core every thought of, a simple phrase: Why am I here?"
  — Hem Haywire, Starforged
  Sentient Constructs
  Sentient Constructs
  Constructs created from the parts of meteorite or comets,
  some of these mindless automatons develop sentience after a
  single catalyzing thought. This thought ruminates within the
  starforged as it continues its designated function, but slowly
  grows into more and more thoughts, until flowering into
  sentience and a concept of self. Though this process varies
  from between starforged, each one's first thought remains
  universally the single thing that it dedicates its life to
  unraveling.
  Born of Space
  Born of Space
  Starforged are a singular bright and white core surrounded by
  rock and ice. The core acts as the brain for the creature as
  well as its mouth and eyes. The rock and ice that makes them
  up floats around this core, but will move to a position in a way
  that simulates a humanoid. They will rarely form heads,
  however, letting their core rest in the middle of their chest
  instead.
  Driving Question
  Driving Question
  A starforged's life is dedicated to understanding its first
  thought, normally to answering its question or unveiling the
  meaning behind that thought. Starforged are innately curious
  about the world, learning by testing and observing how things
  work. They tend to be empathetic to other humanoids wanting
  to achieve humanity. They can however be resentful to
  humans if their master had treated them badly enough before
  their awakening. This makes them violent and quick to anger
  when humanoids are hostile towards them.
  Starforged Names
  Starforged Names
  Nameless before achieving sentience, a starforged chooses or
  is given a name after gaining a sense of self. Names given to a
  starforged by another creature take after that creature's
  language and culture.
  Names chosen by a starforged for itself often relate to its
  first thought, sometimes creating anagrams of the thought.
  Thoughts such as "Who am I?" can be rearranged into names
  like Whaimo, or abbreviated into names such as Ami.
  Starforged Traits
  Starforged Traits
  Your starforged character has certain traits derived from its
  cosmic and constructed nature.
  Ability Score Increase. Your Constitution score increases
  by 2, and one other score of your choice increases by 1.
  Age. After achieving sentience, starforged mature at the
  same age as humans. They can live until their core run out of
  energy, a process that can take up to 700 years.
  Alignment. Most starforged take comfort in order and
  discipline, tending toward law and neutrality, but some have
  absorbed the morality—or lack thereof—of the beings they
  served with.
  Size. Most starforged stand between 5 and 6½ feet tall.
  Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Luminous Core. You know the light cantrip. Constitution is
  your spellcasting ability for it.
  Languages. You can speak, read, and write Common and
  one extra language of your choice.
  Starforged Resilience. Your constructed and cosmic
  nature grants you the following benefits:
  You have resistance to cold damage.
  You are immune to disease.
  You don't need to eat, drink, or breathe.
  You don't need to sleep and don't suffer the effects of
  exhaustion due to lack of rest, and magic can't put you to
  sleep.
  Natural Armor. Your body is composed of metal, stone, and
  strands of starlight. When you aren't wearing armor, your AC
  is 13 + your Dexterity modifier. You can use your natural
  armor to determine your AC if the armor you wear would
  leave you with a lower AC. A shield's benefits apply as normal
  while you use your natural armor.
  Sentry's Rest. When you take a long rest, you must spend
  at least six hours of it in an inactive, motionless state, rather
  than sleeping. In this state, you appear inert, but it doesn't
  render you unconscious, and you can see and hear as normal.
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  Vandori
  Vandori
  "Sure I've been asked if I actually believe any of it, more'n I
  can count. I tread a fine line between history and storytellin'
  I'll admit, but the good histories don't need no polishin'. I
  reckon that if you take a hard look around at the world we're
  livin' in and still wag your eyebrows at what I've got to say
  you're probably better at foolin' yourself than I'll ever be."
  — Godseye Rax the Dim, Vandori Bard
  Nomadic Folk
  Nomadic Folk
  The Vandori are itinerant laborers, treasure seekers,
  scavengers, and nomads that claim to have been driven out of
  their ancestral homes, cast aside and forgotten by history.
  Forever spinning tales of dazzling adventures and battles
  fought among the stars, the boisterous children of the stars
  share the trackless wandering of those same celestial bodies
  as their nomadic bands drift across the countries of the world.
  Seekers of Stars
  Seekers of Stars
  As the stars inexorably move across the sky they drag the
  vandori bands behind them. Although a vandor does not
  usually follow organized religions or believe in the gods, each
  band is tied together by a mutual spirituality. Each band
  believes in the divine power of their own star, which they
  follow as they wander. While some vandori believe their star is
  their ancestral homeland, others believe it is a benevolent
  being that watches over the good fortunes of the band.
  Old Souls
  Old Souls
  The vandori appear weather-beaten and wrinkled, even the
  young among them. Their skin runs from a dark-blue to a
  ruddy purple, their hair white or gray. For all that, the eyes of a
  vandor seem to hold a mischievous glint that belies their true
  nature. While they are not naturally predisposed to large,
  bulky frames the vandor have a certain hardiness to them that
  sees them through rough times.
  Vandori Names
  Vandori Names
  Vandori take the name of their guiding star, accompanied by a
  familiar name. At a young age they are granted an epithet,
  which can evolve and change through the course of ones life.
  In conversations, a vandor is usually addressed by his or her
  familiar name.
  Male Familiar Names: Rax, Horvath, Pal, Miska, Bodnar,
  Vazol, Somogi, Borbel
  Female Familiar Names: Sandora, Illes, Nemeth, Bella,
  Surana, Kelema
  Epithets: the Bold, the Slow, the Ashen, the Younger, the
  Boisterous, the Crow, the Fleet, the Steadfast
  Names of the Stars
  The stars can vary depending on where your
  adventure is taking place. For instance the vandori
  of the Sword Coast take the names of stars and
  constellations like the Centaur, the Harp, or the
  Caltrop. In Zakhara they may follow Haku, Kor, or
  Zann. It is up to the DM to establish what stars and
  constellations make sense for the setting.
  Vandori Traits
  Vandori Traits
  Your vandori character has certain traits obtained from a
  nomadic lifestyle.
  Ability Score Increase. Your Charisma score increases by
  2, and one other score of your choice increases by 1.
  Age. Vandori achieve maturity at the same rate as humans
  and reach adulthood around the age of twenty. Disparate
  lifestyles and living conditions means the life expectancy of
  any given vandor vary wildly, with the oldest living often
  exceeding 120 years of age.
  Alignment. Other than an aversion to organized law, it is
  difficult to pin down a consensus among the vandor. Although
  they often trend chaotic, many attempt to remain detached
  from either extreme and resolve to live a moderate and
  neutral lifestyle.
  Size. A vandor stands between 5½ and 6½ feet in height.
  Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Languages. You can speak, read, and write Common and
  one other language of your choice.
  Environmentally Adaptive. As a nomadic race, the vandori
  have become skilled in quickly adapting to harsh
  environments. Once you succeed a saving throw against an
  extreme climate, you become adapted to the climate. This
  adaptation lasts until you spend more than 1 day in a different
  climate.
  Natural Flair. The vandori share a flair for the dramatic
  and can always spin a far-fetched tale to support their
  arguments. When you make a Charisma check, you can
  choose to add 1d10 to the roll. Once you use this trait, you
  can't use it again until you finish a short or long rest.
  Storied Past. You gain proficiency in one of the following
  skills: Arcana, History, or Nature.
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  Part 2: Subclasses
  Part 2: Subclasses
  his chapter offers twelve new subclasses to
  supplement those in the Player's Handbook
  and other published Wizards of the Coast
  works: one for each class. These new options
  are available to when you make a character,
  provided that your DM allows them in your
  campaign.
  Primal Path
  Primal Path
  At 3rd level, a barbarian gains the Primal Path feature. The
  following is an additional option available to barbarians, in
  addition to those offered in the Player's Handbook and other
  published Wizards of the Coast works.
  Path of the Comet
  Path of the Comet
  Blasting across the battlefield in a shell of fire and ice,
  barbarians who follow the path of the comet are blessed with
  tremendous speed and power. As with the celestial voyagers
  that pass overhead, so too do these warriors put on brilliant
  displays, engraved in the hearts and minds of those that
  witness them.
  Path of the Comet Features
  Barbarian Level
  Feature
  3rd
  Coldfire Slam, Comet Dash
  6th
  Shoot Across the Sky
  10th
  Coldfire Aura
  14th
  Cosmic Charge
  Coldfire Slam
  Coldfire Slam
  Starting when you choose this path at 3rd level, you channel
  the power of comets when you slam into enemies. While you
  are raging, you can surround yourself with a layer of either fire
  or ice. When you shove a creature, it takes damage equal to
  your Strength modifier plus your rage bonus damage if you
  win the contested ability check. The damage is cold or fire;
  you choose the type of damage when you begin your rage.
  Comet Dash
  Comet Dash
  At 3rd level, the cosmic powers you emulate allow you to
  barrel through your opponents. While you are raging, when
  you move straight towards a creature and then make a melee
  weapon attack or shove, the creature takes an additional 1d6
  damage for each 10 feet you move straight toward it before
  the attack or shove, up to a maximum of 3d6. This maximum
  increases to 4d6 at 6th level, 5d6 at 10th level, and 6d6 at 14th
  level. The damage is the same type as your Coldfire Slam.
  Shoot Across the Sky
  Shoot Across the Sky
  At 6th level, your speed empowers your ability to leap. While
  you are raging, your jump distance is tripled, and you do not
  take fall damage from a height of less than 100 feet.
  Coldfire Aura
  Coldfire Aura
  At 10th level, the comet that surrounds you expands. At the
  start of your turn while you are raging, each creature within 5
  feet of you takes 1d6 damage. The damage is the same type as
  your Coldfire Slam.
  Cosmic Charge
  Cosmic Charge
  At 14th level, your charge is nigh unstoppable. When you take
  the Dash action, you can move through the spaces of Large or
  smaller creatures. Each creature you move through must
  make a Strength saving throw (DC = 8 + your Strength
  modifier + your proficiency bonus). On a failed save, they are
  knocked prone.
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  Bard College
  Bard College
  At 3rd level, a bard gains the Bard College feature. The
  following is an additional option available to bards, in addition
  to those offered in the Player's Handbook and other published
  Wizards of the Coast works.
  College of Superstars
  College of Superstars
  The College of Superstars is home to the most ambitious
  performers, artists, singers, and dancers. Bards of this college
  seek to dazzle audiences with their brilliance and talent,
  competing endlessly with one another to become the world's
  brightest star.
  College of Superstars Features
  Bard Level
  Feature
  3rd
  Steal the Show, Live Show
  6th
  Star Power
  14th
  Idol's Aura
  Steal the Show
  Steal the Show
  When you join the College of Superstars at 3rd level, you learn
  use your performance to cover for your allies. When a
  creature you can see within 30 feet of you makes an attack roll
  or ability check, you can use your reaction to steal the show.
  Make a Charisma (Performance) check and replace the
  original attack roll or ability check with the result, even if it is
  lower.
  Once you use this feature, you must finish a long rest before
  you can use it again.
  Live Show
  Live Show
  Starting at 3rd level, you hone your ability to shine as a
  performer.
  If you perform for at least 10 minutes, you can attempt to
  inspire awe in your audience by singing, acting, dancing, or
  speaking. At the end of your performance, choose a number of
  creatures equal to your Charisma modifier (minimum of one).
  Each creature gains a d4 Bardic Inspiration die. This die lasts
  for a number of hours equal to your Charisma modifier
  (minimum of one), instead of 10 minutes. Using this feature
  does not expend any uses of your Bardic Inspiration.
  Once you use this feature, you must finish a long rest before
  you can use it again.
  Star Power
  Star Power
  At 6th level, you learn to use your renown as a performer to
  your advantage. When you make an ability check using
  Charisma, you can expend a use of your Bardic Inspiration as
  a reaction and add the die to the check.
  Idol's Aura
  Idol's Aura
  At 14th level, your mere presence is enough to sweep most off
  their feet. As an action, you can expend one use of your Bardic
  Inspiration to exude an aura around you.
  For 1 minute, whenever you or a friendly creature within 10
  feet of you must make an attack roll, ability check, or saving
  throw, the creature gains a bonus to the roll equal to your
  Charisma modifier (with a minimum bonus of +1). You must
  be conscious to grant this bonus.
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  Divine Domain
  Divine Domain
  At 1st level, a cleric gains the Divine Domain feature. The
  following is an additional option available to clerics, in
  addition to those offered in the Player's Handbook and other
  published Wizards of the Coast works.
  Sky Domain
  Sky Domain
  The gods that govern the sky are held in high regard by many
  religions. Deities of the sky include Zeus and Tyr, among
  various others. Followers of these deities often travel far to
  sate their wanderlust and feel the beauty of the open sky
  Sky Domain Features
  Cleric Level Feature
  1st
  Domain Spells, Forceful Gale, Tailwind
  2nd
  Channel Divinity: Updraft
  6th
  Channel Divinity: Protection of the wind
  8th
  Divine Strike (1d8)
  14th
  Divine Strike (2d8)
  17th
  Blessed Wings
  Domain Spells
  Domain Spells
  You gain domain spells at the cleric levels listed in the Sky
  Domain Spells table. See the Divine Domain class features
  for how domain spells work.
  Sky Domain Spells
  Cleric Level Spells
  1st
  faerie fire, feather fall
  3rd
  moonbeam, skywrite
  5th
  fly, wind wall
  7th
  freedom of movement, storm sphere
  9th
  control winds
  , maelstrom
  Variant: Alternative Spells
  For players who do not have access to Xanathar's
  Guide to Everything, the domain spells skywrite,
  storm sphere, control winds, and maelstrom can be
  replaced with gust of wind, ice storm, cone of cold,
  and telekinesis respectively.
  Forceful Gale
  Forceful Gale
  At 1st level, you gain the ability to manipulate the winds. You
  learn the gust cantrip, which doesn't count against the
  number of cleric cantrips you know. For you, it gains the
  following changes:
  One Large or smaller creature that you choose must
  succeed on a Strength saving throw or be flung up 20 feet
  away from you and knocked prone. If a thrown target
  strikes an object, such as a wall or floor, the target takes
  1d6 bludgeoning damage for every 10 feet it was thrown. If
  the target is thrown at another creature, that creature must
  succeed on a Dexterity saving throw or take the same
  damage and be knocked prone.
  You create a blast of air capable of moving one object that
  weighs no more than 100 pounds. If the object is being
  held or carried, the holder must make a Strength saving
  throw or lose hold of it. The object is pushed up to 60 feet
  away from you.
  Tailwind
  Tailwind
  Also at 1st level, the blessing of your god grants you
  unmatched grace and mobility. Your movement speed
  increases by 10 feet if you are not wearing medium or heavy
  armor.
  Channel Divinity: Updraft
  Channel Divinity: Updraft
  Starting at 2nd level, you can use your Channel Divinity to
  create a powerful blast of wind. As an action, you present your
  holy symbol and invoke the name of your deity. Choose a
  Large or smaller creature within 60 feet of you. The target
  must make a Strength saving throw or be blown upwards 30
  feet. A target can choose to automatically fail this saving
  throw. If the target doesn't have a hover or fly speed, it
  immediately falls afterwards, taking fall damage and landing
  prone.
  Channel Divinity: Protection of Wind
  Channel Divinity: Protection of Wind
  At 6th level, the gusts and breezes protect you from harm. As a
  reaction when you are hit by a ranged weapon attack you can
  see, you can use your Channel Divinity to create a gust of
  wind around you, causing the attack to miss.
  Divine Strike
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes
  with divine energy. Once on each of your turns when you hit a
  creature with a weapon attack, you can cause the attack to
  deal an extra 1d8 thunder damage to the target. When you
  reach 14th level, the extra damage increases to 2d8.
  Blessed Wings
  Blessed Wings
  At 17th level, your god places upon you the blessing of true
  flight. You grow a pair of wings, which grant you a flying speed
  of 60 feet. If you already have a flying speed, it increases to 90
  feet, unless it is already higher. You can't use these wings
  while wearing armor unless the armor is made to
  accommodate them.
  XGE
  XGE
  XGE
  XGE
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  Druid Circle
  Druid Circle
  At 2nd level, a druid gains the Druid Circle feature. The
  following is an additional option available to druids, in
  addition to those offered in the Player's Handbook and other
  published Wizards of the Coast works.
  Circle of Constellations
  Circle of Constellations
  Druids who are members of the Circle of Constellations live
  nocturnally. On star-speckled nights, when the skies are clear,
  druids of the circle tell tales of shapes in the stars, of the
  beasts that dance across the velvety sky, and of the magic
  woven by the twinkling specks of light that hang above.
  Circle of Constellations Features
  Druid Level
  Feature
  2nd
  Starlight Shapes, Starline
  6th
  Constellation Companion
  10th
  Starline Runner
  14th
  Constellate Body
  Starlight Shapes
  Starlight Shapes
  At 2nd level, your beast forms become infused with starlight
  when you use your Wild Shape. While you are transformed,
  you gain the following benefits:
  You can emit bright light in a 20-foot radius and dim light
  for an additional 20 feet. You can activate or suppress this
  light as a bonus action. While this light is suppressed, you
  can use an action to become invisible while in dim light
  and darkness, even to creatures with darkvision. This
  effect ends if you attack or cast a spell.
  Your melee weapon attacks deal an additional 1d4 force
  damage. This damage increases to 1d6 at 6th level, 1d8 at
  10th level, and 1d10 at 14th level.
  As a bonus action, you can grant yourself resistance to
  slashing, piercing, and bludgeoning damage from
  nonmagical attacks until the start of your next turn.
  Starline
  Starline
  At 2nd level, your stellar powers allow you to create your own
  constellations. As a bonus action, you can place a mote of
  starlight in an unoccupied space within 5 feet of you. This
  mote emits dim light in a 5-foot radius, and lasts for 1 minute.
  You can have a number of motes equal to 1 plus half your
  druid level.
  As an action, you can form strands of starlight between all
  motes within 60 feet of you. If two motes are separated by a
  barrier or other solid object, the strand between them will not
  form. If a strand passes through a creature, that creature must
  make a Dexterity saving throw, taking 1d10 radiant damage
  for each mote placed on a failed save. Once you use this
  action, all the motes disappear.
  Constellation Companion
  Constellation Companion
  At 6th level, you learn to form the starlight within yourself into
  more forms. When you use your Wild Shape, you can create a
  starlight beast in an unoccupied space within 10 feet of you,
  rather than transform. This creature can take the shape of any
  beast you are able to transform into using Wild Shape. The
  starlight beast acts on your initiative and has the stats of a
  normal creature, but gains the benefits of your Starlight
  Shapes as well.
  This beast disappears after a number of hours equal to half
  your druid level (rounded down), or if it is reduced to 0 hit
  points.
  Starline Runner
  Starline Runner
  At 10th level, you learn to walk on the connections between
  stars. While you are within 5 feet of a mote, you can use your
  bonus action to teleport to another mote within 30 feet of it
  that is not separated by a barrier or other solid object. When
  you do so, you create a strand of light between the two motes.
  Each creature that the strand passes through must make a
  Dexterity saving throw, taking 1d10 radiant damage on a
  failed save.
  Constellate Body
  Constellate Body
  At 14th level, the power of the stars has infused your very
  being. You gain the benefits of your Starlight Shapes even
  when not in your Wild Shape.
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  Martial Archetype
  Martial Archetype
  At 3rd level, a fighter gains the Martial Archetype feature. The
  following is an additional option available to fighters, in
  addition to those offered in the Player's Handbook and other
  published Wizards of the Coast works.
  Meteor Knight
  Meteor Knight
  Fighters who fight like falling stones, Meteor Knights are
  uniquely specialized in utilizing blunt weaponry to their
  maximum effectiveness. Fighters of this school typically
  prefer maces, warhammers, and mauls, although some utilize
  staves and clubs to resounding effect.
  Meteor Knight Features
  Fighter Level
  Feature
  3rd
  Heavy Hitter, Brace for Impact
  7th
  Starstruck
  10th
  Meteor Shower
  15th
  Impact
  18th
  Rock Body
  Heavy Hitter
  Heavy Hitter
  Starting at 3rd level, you learn how to accelerate the impact of
  your blows for maximum effect. Once per turn, whenever you
  deal more than 10 damage to a creature with a melee attack
  using a weapon that deals bludgeoning damage, you can force
  it to make a Strength saving throw or suffer one of the
  following effects:
  The creature is knocked prone.
  The creature is pushed 10 feet away from you.
  The creature drops one object of your choice that it is
  holding, which lands at its feet.
  The DC for these saving throws is equal to 8 + your
  proficiency bonus + your Strength modifier.
  Brace for Impact
  Brace for Impact
  Starting at 3rd level, you learn to brace against otherwise
  devastating blows. As a reaction to taking more than 10
  damage, you can hold strong against the impact and reduce
  the damage by 1d10. This increases to 2d10 at 10th level,
  3d10 at 15th level, and 4d10 at 18th level.
  You can use this feature a number of times equal to your
  Constitution modifier (a minimum of once). You regain all
  expended uses when you finish a short or long rest.
  Starstruck
  Starstruck
  At 7th level, you can daze an opponent with your blows.
  Whenever you hit a creature with a melee attack using a
  weapon that deals bludgeoning damage, you can force it to
  make a Constitution saving throw. On a failed save, it becomes
  stunned until the end of its next turn.
  You can use this feature a number of times equal to your
  Strength modifier (a minimum of once). You regain all
  expended uses when you finish a short or long rest.
  Meteor Shower
  Meteor Shower
  At 10th level, you shrug off blows with a shower of sparks.
  When you reduce damage from a melee weapon attack using
  your Brace for Impact feature, the attacker takes fire damage
  equal to the damage reduced.
  Impact
  Impact
  At 15th level, you learn to channel your strikes in a destructive
  wave. As an action, you can slam the ground with a weapon
  that does bludgeoning damage. Each creature within 10 feet
  of you that is not behind total cover must make a Dexterity
  saving throw. A creature takes 4d10 bludgeoning damage and
  is knocked prone on a failed save, or half as much damage
  and is not knocked prone on a successful one.
  If you use this feature immediately after falling, the damage
  dealt by this feature increases by 1d6 for every 10 feet you fell.
  Rock Body
  Rock Body
  At 18th level, your physical form has become accustomed to
  the heat and shock from your style of combat. You gain
  immunity to fire damage and bludgeoning damage from
  nonmagical attacks.
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  .
  Monastic Tradition
  Monastic Tradition
  At 3rd level, a monk gains the Monastic Tradition feature. The
  following is an additional option available to monks, in
  addition to those offered in the Player's Handbook and other
  published Wizards of the Coast works.
  Way of the Void
  Way of the Void
  Monks that follow the traditions of the Way of the Void look to
  the spaces between the stars for inspiration in their
  techniques. Their training emphasizes emptiness of mind and
  body, and monks of this tradition spend long hours in fasting
  and meditation.
  Way of the Void Features
  Monk Level
  Feature
  3rd
  Void Techniques
  6th
  Empty Soul
  11th
  Empty Mind
  17th
  Nothing
  Void Techniques
  Void Techniques
  At 3rd level, you learn the techniques of the void. You gain the
  following abilities:
  Suffocate. When you hit a creature with a melee weapon
  attack, you can expend one ki point to attempt to knock the air
  from its body. The target must make a Constitution saving
  throw. On a failed saving throw, it has the air knocked from its
  body, begins suffocating, and can't breathe until the end of
  your next turn.
  Vacuum Pull. When you hit a creature with a melee
  weapon attack, you can expend one ki point to create a
  vacuum centered on the target. Each creature other than you
  within 10 feet of the target must make a Strength saving
  throw or be pulled 5 feet toward the target and take
  bludgeoning damage equal to your Martial Arts die.
  Deflect Spell. When you take damage from a spell, you can
  expend one ki point and use your reaction to reduce or nullify
  the magic. When you do so, the damage you take from the
  attack is reduced by 1d10 + your Wisdom modifier + your
  monk level.
  Empty Soul
  Empty Soul
  At 6th level, you learn to fight without being weighed down by
  your own life energy. When you have no ki remaining, your
  movement speed increases by 10 feet and all damage you take
  is reduced by an amount equal to your Wisdom modifier
  (minimum of 0 damage reduced).
  Empty Mind
  Empty Mind
  At 11th level, you learn to remove your presence. You are
  always under the effects of a nondetection spell. Additionally,
  you are immune to psychic damage.
  Nothing
  Nothing
  At 17th level, you can become so empty that not even magic
  can exist around you. You can use your action to spend 6 ki
  points to cast antimagic field, without material components.
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  Sacred Oath
  Sacred Oath
  At 3rd level, a paladin gains the Sacred Oath feature. The
  following is an additional option available to paladins, in
  addition to those offered in the Player's Handbook and other
  published Wizards of the Coast works.
  Oath of the North Star
  Oath of the North Star
  Knights who swear an oath to the north star aid and guide
  travelers along their way. They take after the star itself,
  reliable and steadfast in even the darkest of times.
  Oath of the North Star Features
  Paladin Level
  Feature
  3rd
  Oath Spells, Channel Divinity
  7th
  Aura of Stardust (10 ft.)
  15th
  Polaris
  18th
  Aura of Stardust (30 ft.)
  20th
  Supernova
  Tenets of the North Star
  Tenets of the North Star
  A paladin who takes this oath swears on a star in the sky on a
  clear night.
  Show the Way. It is your duty to guide the lost back onto
  the righteous path. Otherwise, those who are lost will never
  find their way.
  Stand Strong. Do not waver or break formation. Many rely
  on you, and for them you must stand strong.
  Shine in the Night. Without the light above, the night
  would be dark. Shine bright and defend against the darkness.
  Oath Spells
  Oath Spells
  You gain oath spells at the paladin levels listed in the Oath of
  the Stars Spells table. See the Sacred Oath class feature for
  how oath spells work.
  Oath of the North Star Spells
  Paladin Level
  Spells
  3rd
  color spray, magic missile,
  5th
  calm emotions, enthrall
  9th
  blink, hypnotic pattern
  13th
  aura of purity, guardian of faith
  17th
  circle of power, flame strike
  Channel Divinity
  Channel Divinity
  When you take this oath at 3rd level, you gain the following
  two Channel Divinity Options. See the Sacred Oath class
  feature for how Channel Divinity works.
  Soothing Light You can use your Channel Divinity to call
  out to your allies, reassuring and bolstering them. As a bonus
  action, choose a number of creatures up to your Charisma
  modifier (minimum one creature) within 60 feet of you that
  can see or hear you. Each target gains a number of temporary
  hit points equal to your paladin level and is immediately freed
  from the frightened or charmed conditions.
  Stellar Glow. As a bonus action, you can use your Channel
  Divinity to surround yourself in stardust. You emit dim light in
  a 5-foot radius for one minute. Attacks made at creatures
  within this dim light (including you) are at advantage. You can
  end this effect as a bonus action on your turn.
  Aura of Stardust
  Aura of Stardust
  Starting at 7th level, you emit an aura of starlight around you
  while you're not incapacitated, casting dim light in a 10-foot
  radius around you. You can activate or suppress this this aura
  as a bonus action.
  When an invisible creature moves within 10 feet of you for
  the first time on a turn or starts its turn there, it must succeed
  a Dexterity saving throw against your spell DC or become
  coated in tiny motes of stardust. While coated in this way, the
  affected creature can't benefit from being invisible. These
  motes of stardust disappear once the affected creature moves
  out of the range of your aura.
  At 18th level, the range of this aura increases to 30 feet.
  Polaris
  Polaris
  At 15th level, you are an immovable bastion on the battlefield.
  While you are conscious, you cannot be pushed or moved
  involuntarily. Additionally, you have advantage on ability
  checks and saving throws against being knocked prone.
  Supernova
  Supernova
  At 20th level, you gain the ability become the realization of the
  end of a star's life. As an action, you can magically infuse
  yourself with starlight, gaining the following benefits for 1
  minutes:
  You emit bright light in a 60-foot radius and dim light for
  an additional 60 feet.
  Your weapon attacks deal an additional 3d8 radiant
  damage on a hit.
  When you use your Divine Smite feature, double the
  number of dice rolled for the radiant damage.
  Once you use this feature, you can't use it again until you
  finish a long rest.
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  Ranger Archetype
  Ranger Archetype
  At 3rd level, a ranger gains the Ranger Archetype feature. The
  following is an additional option available to rangers, in
  addition to those offered in the Player's Handbook and other
  published Wizards of the Coast works.
  Shooting Star
  Shooting Star
  Rangers of the Shooting Star conclave emulate the brilliant
  displays of astral bodies streaking across the sky. Their
  arrows strike with the intensity and variety of these
  extraterrestrial phenomenon.
  Shooting Star Features
  Ranger Level Feature
  3rd
  Star Motes, Shooting Star Technique
  7th
  Luminous Defense
  11th
  Starlight Strike
  15th
  Conjure Mote
  Star Motes
  Star Motes
  Starting at 3rd level, you learn to conjure motes of starlight.
  As a bonus action, you can expend a spell slot to conjure
  motes of starlight that encircle you. You conjure three motes
  with a 1st-level spell slot, creating one additional mote for
  each spell level higher than 1st. You can have a number of
  motes equal to your ranger level. Any additional motes you
  create disappear. These motes last until they are used or until
  you finish a long rest.
  If you have four or more motes remaining, they shed bright
  light in a 20-foot radius and dim light for an additional 20 feet.
  If you have one to three motes remaining, they shed dim light
  in a 20-foot radius.
  You can expend a mote to make a ranged spell attack that
  you can use with the Attack action. The attack has a range of
  120 feet, and on a hit the target takes 2d6 radiant damage and
  is pushed 10 feet away from you.
  Shooting Star Technique
  Shooting Star Technique
  At 3rd level, you learn the three Shooting Star techniques.
  Some of your techniques require your target to make a saving
  throw to resist the feature's effects. The saving throw DC is
  equal to 8 + your proficiency bonus + your Wisdom modifier.
  Illuminate. As a bonus action, you can expend a mote to
  imbue a piece of ammunition with starlight. The ammunition
  sheds dim light in a 5-foot radius until the end of your next
  turn, after which it returns to normal. When you hit a creature
  with this piece of ammunition, it takes an additional 1d6
  radiant damage, sheds dim light in a 5-foot radius until the
  end of your next turn, and the next attack roll made against it
  before the end of your next turn has advantage.
  Scattered Sparks. As an action, you can expend a mote
  and launch it at a point within 120 feet of you. Each creature
  within 10 feet of that point must make a Dexterity saving
  throw. A creature takes 2d6 fire damage on a failed save, or
  half as much damage on a successful one. This damage
  increases to 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 15th
  level.
  Comet Shot. When you miss a ranged weapon attack or
  ranged spell attack, you can expend a mote to use a bonus
  action to reroll the attack roll against a different target within
  60 feet of the original target. On a hit, the attack deals an
  additional 1d6 radiant damage.
  Luminous Defense
  Luminous Defense
  At 7th level, the power of the stars comes to your aid in times
  of need. When a creature moves within 30 feet of you, you can
  use your reaction to make a mote attack at the creature.
  Starlight Strike
  Starlight Strike
  At 11th level, your attacks become infused with starlight.
  Whenever you hit a creature with a weapon attack, it takes an
  additional 1d6 radiant damage.
  Conjure Mote
  Conjure Mote
  At 15th level, you learn to create starlight motes with your
  own powers. You can use an action while you have no motes
  to create one mote.
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  Roguish Archetype
  Roguish Archetype
  At 3rd level, a rogue gains the Roguish Archetype feature. The
  following is an additional option available to rogues, in
  addition to those offered in the Player's Handbook and other
  published Wizards of the Coast works.
  Nightmare
  Nightmare
  Rogues of the Nightmare archetype excel at combat in the
  dark, inflicting terror into their foes. These combatants prefer
  to operate at night or in places that otherwise never see the
  light of day, and are feared by the common folk. Nightmare
  rogues often scout out their targets' deepest fears, replicating
  them to great effect.
  Nightmare Features
  Rogue Level
  Feature
  3rd
  Cover of Night, Afraid of the Dark
  9th
  Mask of Darkness
  13th
  Instill Dread
  17th
  Strike Fear
  Cover of Night
  Cover of Night
  Starting at 3rd level, you learn to mask your strikes with
  shadows. You don't need advantage on your attack roll to use
  your Sneak Attack if you attack while in dim light or darkness.
  All the other rules for the Sneak Attack class feature still
  apply to you.
  Additionally, being in dim light or darkness does not have a
  negative effect on your passive Perception or passive
  Investigation.
  Afraid of the Dark
  Afraid of the Dark
  At 3rd level, your blade strikes fear in the hearts of your foes.
  Whenever you deal damage with your Sneak Attack to a
  creature while you are in dim light or darkness, you can force
  it to make a Wisdom saving throw or become frightened of
  you for 1 minute. The DC for this saving throw is equal to 8 +
  your proficiency bonus + your Charisma modifier. A creature
  is immune to this effect if it has darkvision.
  If the creature loses sight of you, it instead becomes
  frightened of all areas that are in complete darkness until it
  can see you again.
  If the creature ends its turn in bright light, it can repeat the
  saving throw, ending the effect on a success.
  Mask of Darkness
  Mask of Darkness
  At 9th level, the cover of night lends aid to your ability to
  deceive. You have advantage on Charisma (Deception) and
  Charisma (Intimidation) checks made while in dim light or
  darkness.
  Instill Dread
  Instill Dread
  At 13th level, you gain the ability to strike fear in your foes
  without lifting your blade. As a bonus action, you can speak
  words of terror and force a creature within 60 feet of you that
  can't see you to make a Wisdom saving throw. The target must
  be able to hear and understand you. If you are hidden, doing
  this does not give away your position. On a failed save, the
  target becomes frightened of all areas that are heavily
  obscured from it for 1 minute, or until it sees you.
  The target can repeat the saving throw at the end of each of
  its turns, ending the effect on a success.
  Strike Fear
  Strike Fear
  At 17th level, your blade cuts into the mind of your terrified
  foes. Whenever you hit a creature that is frightened of you
  with an attack, the creature takes an extra 2d6 psychic
  damage.
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  Sorcerous Origin
  Sorcerous Origin
  At 1st level, a sorcerer gains the Sorcerous Origin feature.
  The following is an additional option available to sorcerers, in
  addition to those offered in the Player's Handbook and other
  published Wizards of the Coast works.
  Star Spawn
  Star Spawn
  Star Spawn sorcerers inherit their magic from the mysterious
  creatures of the same name from the far reaches. Their magic
  is one of spatial manipulation and psychic energies, allowing
  them to move and cast spells in unpredictable and disruptive
  ways. The birth of a Star Spawn sorcerer occurs in the wake
  of a comet passing overhead, and forebodes the arrival of
  Elder Evils.
  Star Spawn Features
  Sorcerer Level
  Feature
  1st
  Out of Phase
  6th
  Bend Space
  14th
  Psychic Mirror
  18th
  Torrent of Madness
  Out of Phase
  Out of Phase
  Starting at 1st level, you gain the ability to move through
  material space. You can use a bonus action on your turn to
  become partially ethereal. Until the end of your turn, you can
  move through creatures and objects as if they were difficult
  terrain. Each creature you move through takes 1d10 psychic
  damage; no creature can take this damage more than once
  per turn. You take 1d10 psychic damage if you end your turn
  inside an object.
  You can use this feature a number of times equal to your
  Charisma modifier (a minimum of once). You regain all
  expended uses when you finish a long rest.
  Bend Space
  Bend Space
  At 6th level, you gain the ability to collapse distance. As an
  action, you can spend one sorcery point to force a creature
  you can see within 30 feet of you to be forcefully warped. The
  target must make a Wisdom saving throw. On a failed save,
  the target, along with any equipment it is wearing or carrying,
  is magically teleported up to 30 feet to an unoccupied space
  you can see. A willing creature can choose to fail this save.
  Additionally, as a reaction to being hit by an attack, you can
  spend one sorcery point to negate the damage and magically
  teleport yourself to an unoccupied space within 30 feet of you.
  Psychic Mirror
  Psychic Mirror
  At 14th level, you gain the ability to shield your mind and
  redirect psychic energies to the creatures around you. You
  can't be targeted by any divination magic or perceived through
  magical scrying sensors.
  Additionally, when you take psychic damage, you can use
  your reaction to spend one sorcery point to negate the
  damage, and each creature within 5 feet of you must make a
  Wisdom saving throw or take damage equal to the psychic
  damage reduced.
  Torrent of Madness
  Torrent of Madness
  Beginning at 18th level, you can channel the madness of the
  Elder Evils, confounding and disorienting those around you.
  As an action, you can spend 5 sorcery points to exude an aura
  of madness to a distance of 60 feet. Each creature within this
  area must make a Wisdom saving throw or go insane. While
  insane, it can’t take actions, can’t understand what other
  creatures say, can’t read, and speak only in gibberish. You can
  choose a number of creatures equal to your Charisma
  modifier to automatically succeed the saving throw.
  If the creature ends its turn in a location where it doesn't
  have line of sight to you, it can repeat the saving throw, ending
  the effect on a success.
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  Otherworldly Patron
  Otherworldly Patron
  At 1st level, a warlock gains the Otherworldly Patron feature.
  The following is an additional option available to warlocks, in
  addition to those offered in the Player's Handbook and other
  published Wizards of the Coast works.
  The Nebula
  The Nebula
  Your patron is a cloud of interstellar gas, chaotic and raw. You
  have bound yourself to this primeval being, allowing you to
  bear the power of creation that is the nebula's nature.
  The nebula is a chaotic force of creation, and its desire to
  spawn new things into being are imparted upon its warlocks.
  Nebula Features
  Warlock Level Feature
  1st
  Expanded Spell List, Shimmering Cloud
  6th
  Stardust Magic
  10th
  Gaseous Evasion
  14th
  Star Formation
  Expanded Spell List
  Expanded Spell List
  The Nebula lets you choose from an expanded list of spells
  when you learn a warlock spell. The following spells are
  added to the warlock spell list for you.
  Nebula Expanded Spells
  Warlock Level Spells
  1st
  absorb elements
  , chromatic orb
  3rd
  dragon's breath
  , dust devil
  5th
  elemental weapon, protection from energy
  7th
  conjure minor elementals, fabricate
  9th
  conjure elemental, creation
  Shimmering Cloud
  Shimmering Cloud
  At 1st level, the powers of the nebula come to your protection.
  When you cast a spell using a warlock spell slot, you can
  create a cloud of glowing stardust around you. The cloud
  sheds dim light in a 10-foot radius. The cloud has hit points
  equal to 5 times the level of the warlock spell slot expended.
  Whenever you take damage, the cloud shifts to protect you,
  taking the damage instead. The cloud lingers until it is
  reduced to 0 hit points, or until you take a short or long rest.
  If you cast another spell using a warlock spell slot while the
  cloud has more than 0 hit points, the cloud's hit points
  become equal to 5 times the level of the warlock spell slot
  expended.
  Stardust Magic
  Stardust Magic
  At 6th level, you gain the ability to bring objects into creation
  using stardust. You can expend hit points from your cloud to
  cast a warlock spell you know at its lowest level without
  expending a spell slot. The number of hit points expended
  equals 10 times the spell's level.
  Additionally, while your Shimmering Cloud has more than
  0 hit points, you can expend 1 hit point from the cloud as a
  bonus action to coalesce stardust and create an inanimate
  object in your hand or on the ground in an unoccupied space
  within the cloud. This object can be no larger than 3 feet on a
  side and weigh no more than 10 pounds, and its form must be
  that of a nonmagical object that you have seen. The object is
  visibly magical, radiating dim light out to 5 feet, and vanishes
  after 1 hour.
  Variant: Alternative Spells
  For players who do not have access to Xanathar's
  Guide to Everything, the spells in the Expanded
  Spell List absorb elements, dragon's breath, and
  dust devil can be replaced with color spray,
  continual flame, and flaming sphere respectively.
  XGE
  XGE
  XGE
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  Gaseous Evasion
  Gaseous Evasion
  At 10th level, you learn to dissipate and reform your body in
  order to avoid harm. When you are hit with an attack from an
  attacker you can see, you can use your reaction to become
  amorphous gas and negate the damage. Until the start of your
  next turn, you remain as gas and have resistance to all
  damage.
  Once you use this feature, you can't use it again until you
  finish a short or long rest.
  Star Formation
  Star Formation
  At 14th level, you learn to materialize your patron's powers in
  the creation of a new star. Choose a point within 60 feet you
  can see. A miniature star bursts into existence at the chosen
  point. Each creature within 30 feet of the star when it first
  appears must make a Constitution saving throw. On a failed
  save, a creature takes 6d10 radiant damage and is blinded for
  1 minute. On a successful save, the creature takes half as
  much damage and isn't blinded. At the end of each of its turns,
  the target can repeat the saving throw, ending the effect on a
  success.
  The star shines for one minute, and provides bright light in
  a 30-foot radius and dim light for an additional 30 feet.
  Creatures within 30 feet of the star have disadvantage on
  saving throws against your warlock spells.
  Once you use this feature, you can't use it again until you
  finish a short or long rest.
  Pact of the Chain Option
  At 3rd level, a warlock gains the Pact Boon feature.
  The satellite is an additional familiar option available
  to warlocks of the Nebula patron who select the
  Pact of the Chain.
  PART 2 | SUBCLASSES
  18
  Satellite
  Satellite
  Tiny elemental, lawful neutral
  Armor Class 16 (shell)
  Hit Points 16 (3d4 + 9)
  Speed 10 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1) 12 (+1) 16 (+3) 12 (+1) 13 (+1) 11 (+0)
  Skills Perception +3
  Damage Resistances cold, fire, bludgeoning, piercing,
  and slashing from nonmagical weapons
  Damage Immunities poison
  Condition Immunities poisoned
  Senses passive Perception 13
  Languages Common, Ignan, Terran
  Challenge 1/2 (100 XP)
  Limited Telepathy. The satellite can magically
  communicate simple ideas, emotions, and images
  telepathically with any creature within 100 feet of it
  that can understand a language.
  Magic Resistance. The satellite has advantage on saving
  throws against spells and other magical effects.
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
  target. Hit: 3 (1d4+1) bludgeoning damage.
  Shell Smash (Recharges after a Long Rest). The satellite
  forcefully bursts its shell. Each creature within 5 feet of
  the satellite must make a DC 13 Dexterity saving throw.
  A creature takes 7 (3d4) bludgeoning damage on a
  failed save, or half as much on a successful one. After
  using this, the satellite's armor class becomes 11 and
  its flying speed increases to 50 feet.
  Gleam (Recharges after a Short or Long Rest). The satellite
  shines brightly. Each creature within 5 feet of the
  satellite must make a DC 13 Constitution saving throw
  be blinded until the end of its next turn.
  Reactions
  Intercept Attack. When a creature the satellite can see
  within 5 feet of it is hit by an attack, the satellite can
  swap places with the creature and become the target of
  the attack instead.
  
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  Arcane Tradition
  Arcane Tradition
  At 2nd level, a wizard gains the Arcane Tradition feature. The
  following is an additional option available to wizards, in
  addition to those offered in the Player's Handbook and other
  published Wizards of the Coast works.
  School of Astronomy
  School of Astronomy
  The observation of the stars and celestial bodies of the greater
  universe is known as astronomy, with wizards who practice
  this tradition being known as astronomers. They study the
  different properties of the stars, and learn to create their own
  miniature celestial bodies.
  School of Astronomy Features
  Wizard Level
  Feature
  2nd
  Astrological Augury, Spell Stars
  6th
  Realign
  10th
  Arcane Constellation
  14th
  Constellate
  Astrological Augury
  Astrological Augury
  When you choose this tradition, at 2nd level, you can study the
  stars to gain knowledge on a variety of subjects.
  When you finish a long rest, you choose one skill of your
  choice from any of the following: Arcana, History, Religion, or
  Nature. You gain proficiency with that skill, or if you already
  have proficiency in the skill, your proficiency bonus is doubled
  for any ability check you make with that skill, until the end of
  your next long rest.
  Spell Stars
  Spell Stars
  Also, at 2nd level, you can conjure forth stars when you cast a
  spell of 1st level or higher. When you do so, you choose an
  unoccupied space within range of the spell, and a spell star
  appears at the point for 1 minute. The spell star provides
  bright light in a 10-foot radius and dim light for an additional
  10 feet. You can have a number of spell stars at once equal to
  half your wizard level. While you are within 60 feet of a spell
  star, you can cast spells as though you were in the spell star's
  space.
  Additionally, you can use your bonus action to cause any
  number of spell stars within 60 feet of yourself explode. Each
  creature within 5 feet of a spell star must make on a Dexterity
  saving throw or take 2d6 radiant damage. A creature in the
  area of more than one spell star burst is affected only once.
  Realign
  Realign
  At 6th level, you learn to shift your stars as you desire. As a
  bonus action on your turn, you can move a spell star within 60
  feet of you up to 30 feet in any direction. If you ram the spell
  star into a creature, that creature must make a Dexterity
  saving throw. On a failed save, the creature takes 2d6 radiant
  damage and the spell star disappears.
  Arcane Constellation
  Arcane Constellation
  Starting at 10th level, you can channel magic between your
  stars as if they were portals. When you cast a spell with an
  area of effect that includes one of your spell stars, you can
  choose another spell star within 60 feet of you to carry the
  effect. Each creature within 10 feet of the chosen spell star is
  also affected by your spell.
  Constellate
  Constellate
  At 14th level, you can channel your arcane energy to create a
  constellation in an instant. As an action, you can expend a
  spell slot of 1st level or higher to create a number of spell
  stars equal to the slot level, placing each star at a point you
  can see within 60 feet of you.
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  T
  Part 3: Spells
  Part 3: Spells
  his chapter offers new spells for many of the
  classes in the Player's Handbook and other
  published Wizards of the Coast works. These
  spells relate to stars, space, and the cosmos.
  Your DM determines whether these spells are
  available at character creation, or whether they
  are discovered in libraries or observatories or
  other storehouse of magical or astronomical knowledge.
  When a DM adds spells to a campaign, clerics, druids, and
  paladins require special consideration. When characters of
  those classes prepare their spells, they have access to the
  entire spell list for their class. Given that fact, the DM should
  be cautious about making all of these new spells available to a
  player who is overwhelmed when presented with many
  options.
  Spell Lists
  Spell Lists
  The following spell lists show which of the new spells are for
  a class.
  Bard Spells
  Bard Spells
  Cantrips (0 Level)
  Twinkle
  1st Level
  Starlight Shroud
  2nd Level
  Dazzling Gleam
  Gleam-Eye
  3rd Level
  Lucky Stars
  4th Level
  Celestial Pyre
  Field of Stars
  5th Level
  Vacuum
  6th Level
  Intensify Gravity
  7th Level
  Starcrossed Binding
  8th Level
  —
  9th Level
  Night Sky
  Cleric Spells
  Cleric Spells
  Cantrips (0 Level)
  Illuminate
  Twinkle
  1st Level
  Starlight Shroud
  2nd Level
  Starlight Spear
  Ultraviolet Pulse
  3rd Level
  Guiding Light
  Icy Ring
  4th Level
  Celestial Pyre
  Ionizing Wind
  5th Level
  Golden Glow
  Vacuum
  6th Level
  Quasar
  7th Level
  Starcrossed Binding
  8th Level
  Moonfall
  9th Level
  Night Sky
  Druid Spells
  Druid Spells
  Cantrips (0 Level)
  Illuminate
  Twinkle
  1st Level
  Starlight Shroud
  2nd Level
  Ultraviolet Pulse
  3rd Level
  Guiding Light
  Icy Ring
  4th Level
  Field of Stars
  Ionizing Wind
  5th Level
  Vacuum
  6th Level
  Intensify Gravity
  7th Level
  —
  8th Level
  Black Hole
  Moonfall
  9th Level
  Night Sky
  Paladin Spells
  Paladin Spells
  1st Level
  Meteor Strike
  Starlight Shroud
  2nd Level
  Dazzling Gleam
  Gleam-Eye
  Starlight Spear
  3rd Level
  Guiding Light
  4th Level
  Celestial Pyre
  5th Level
  Golden Glow
  Ranger Spells
  Ranger Spells
  1st Level
  Meteor Strike
  Starlight Shroud
  2nd Level
  Ultraviolet Pulse
  3rd Level
  Guiding Light
  4th Level
  Field of Stars
  Ionizing Wind
  5th Level
  Vacuum
  Sorcerer Spells
  Sorcerer Spells
  Cantrips (0 Level)
  Illuminate
  Twinkle
  1st Level
  Gravity Pulse
  Starlight Shroud
  2nd Level
  Dazzling Gleam
  Gleam-Eye
  Starlight Spear
  Ultraviolet Pulse
  3rd Level
  Icy Ring
  Lucky Stars
  4th Level
  Ionizing Wind
  5th Level
  Vacuum
  6th Level
  Intensify Gravity
  Quasar
  7th Level
  —
  8th Level
  Black Hole
  Moonfall
  9th Level
  Night Sky
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  Warlock Spells
  Warlock Spells
  Cantrips (0 Level)
  Illuminate
  1st Level
  Starlight Shroud
  2nd Level
  Dazzling Gleam
  Gleam-Eye
  Ultraviolet pulse
  3rd Level
  Icy Ring
  4th Level
  Ionizing Wind
  5th Level
  Vacuum
  6th Level
  Intensify Gravity
  7th Level
  —
  8th Level
  Black Hole
  Moonfall
  9th Level
  Night Sky
  Wizard Spells
  Wizard Spells
  Cantrips (0 Level)
  Illuminate
  Twinkle
  1st Level
  Gravity Pulse
  Starlight Shroud
  2nd Level
  Starlight Spear
  Ultraviolet Pulse
  3rd Level
  Icy Ring
  Lucky Stars
  4th Level
  Ionizing Wind
  5th Level
  Vacuum
  6th Level
  Intensify Gravity
  Quasar
  7th Level
  Starcrossed Binding
  8th Level
  Black Hole
  Moonfall
  9th Level
  Night Sky
   
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  Spell Descriptions
  Spell Descriptions
  The spells are presented in alphabetical order.
  Black Hole
  Black Hole
  8th-level transmutation (Druid, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You condense gravity into an immeasurably dense orb at a
  point you can see within the spell's range. The orb fills a 10-
  foot radius sphere around it with darkness, which no light,
  magical or mundane, can illuminate.
  When a creature enters within 30 feet of the orb for the first
  time on a turn or starts its turn there, it must make a Strength
  saving throw or be pulled 10 feet toward the orb. When a
  creature enters within 5 feet of the orb for the first time on a
  turn or starts its turn there, it must make a Constitution
  saving throw, taking 10d10 bludgeoning damage on a failed
  save or half as much on a successful one.
  The orb's gravitation makes moving away from it incredibly
  difficult. While within 10 feet of the orb, a creature moving
  away from the orb must spend 4 feet of movement for every 1
  foot it moves. While within 30 feet of the orb, a creature
  moving away from the orb must spend 2 feet of movement for
  every 1 foot it moves.
  In addition, unsecured objects that are completely within
  the area of effect are automatically pulled into orb. Small
  nonmagical objects that come within 5 feet of the orb are
  immediately destroyed.
  Celestial Pyre
  Celestial Pyre
  4th-level necromancy. (Bard, Cleric, Paladin)
  Casting Time: 1 hour
  Range: Touch
  Components: V, S, M (100 lbs of firewood, which the spell
  consumes)
  Duration: Until dispelled or triggered
  You can cast this spell only at night. You memorialize a dead
  creature you touch, turning them into a constellation, provided
  that it has been dead no longer than 1 day. The target's body
  dissolves into stardust and rises into the sky.
  The spell effectively extends the time limit on raising the
  target from the dead, since days spent under the influence of
  this spell don't count against the time limit of spells such as
  raise dead. Spells that target the dead but usually require a
  body can be cast targeting this constellation instead, provided
  they are cast at night and the caster can see the target's
  constellation. If the target of this spell is returned to life, this
  spell ends and the constellation fades.
  Dazzling Gleam
  Dazzling Gleam
  2nd-level evocation (Bard, Paladin, Sorcerer, Warlock)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You release a burst of light. Each creature within 30 feet of
  you must make a Constitution saving throw. On a failed save, a
  creature takes 3d8 radiant damage and is blinded until the
  end of its next turn. On a successful save, it takes half as much
  damage and is not blinded.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the damage increases by 1d8 for
  each slot level above 2nd.
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  Field of Stars
  Field of Stars
  4th-level conjuration (Bard, Druid, Ranger)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: 1 minute
  You conjure into existence four motes of starlight, each in an
  unoccupied space you can see within range. Each mote
  provides dim light in a 5-foot radius and lasts for the duration
  or until it explodes.
  When a creature moves within 5 feet of a mote or moves
  away from a mote within 5 feet of it, the mote explodes. Each
  creature within 5 feet of the mote must make a Dexterity
  saving throw. A creature takes 2d6 radiant damage on a failed
  save, or half as much damage on a successful one.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, you create one additional mote for
  each slot level above 4th.
  Gleam-Eye
  Gleam-Eye
  2nd-level enchantment (Bard, Paladin, Sorcerer, Warlock)
  Casting Time: 1 action
  Range: Self
  Components: S
  Duration: Concentration, up to 1 minute
  You imbue your eyes with an endearing twinkle that distracts
  even the most hardened of hearts.
  When you cast this spell, you can target a creature within 30
  feet of you that you can see with a brilliant wink. The target
  must make a Wisdom saving throw or have disadvantage on
  the next attack roll or ability check they make before the start
  of your next turn. On each of your turns until the spell ends,
  you can use your bonus action to repeat this effect, targeting
  the same creature or a different one.
  A creature that can't see you or that can't be charmed is
  unaffected by this spell.
  Golden Glow
  Golden Glow
  5th-level evocation. (Cleric, Paladin)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a golden orb worth 100gp, which the
  spell consumes)
  Duration: Concentration, up to 1 minute
  You point at a spot within 30ft of you that you can see, a bright
  orb of sunlight takes form there. This orb emits bright light in
  a 20-foot radius and dim light for an additional 20 feet, the orb
  will hover 15ft above the ground unless you're pointing at a
  wall or ceiling.
  When a creature enters the bright light for the first time on
  a turn or starts its turn there, it must make a Constitution
  saving throw. It takes 6d8 radiant damage on a failed save, or
  half as much damage on a successful one.
  An undead makes its saving throw with disadvantage, and
  the spell deals maximum damage to it.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, the spell deals an additional 1d8
  damage for each slot level above 5th.
  Gravity Pulse
  Gravity Pulse
  1st-level transmutation (Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Components: V, S
  Duration: Instantaneous
  You concentrate gravity around your body. Each creature
  within 15 feet of you must make a Strength saving throw. On a
  failed save, a creature takes 2d8 bludgeoning damage and be
  pulled up to 10 feet toward you. On a successful save, it takes
  half as much damage and is not pulled toward you.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the damage increases by 1d8 for
  each slot level above 1st.
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  Guiding Light
  Guiding Light
  3rd-level divination (ritual) (Cleric, Druid, Paladin, Ranger)
  Casting Time: 1 minute
  Range: Special
  Components: V, S, M (a piece of flint, which the spell
  consumes)
  Duration: 8 hours
  You can cast this spell only at night. You speak the name of a
  creature or location known to you to be the target of this spell.
  The target must be on the same plane of existence as you, and
  cannot be under more than 100 feet of dirt or stone. A shining
  star appears high in the sky above the target's location, visible
  only at night. Your familiarity with the target determines the
  accuracy of the star's location. The DM rolls d100 and
  consults the table.
  Star Location
  Target
  Familiarity
  Mishap
  Similar
  Target
  Off
  Target
  On
  Target
  Very familiar
  01-05
  06-13
  14-24
  25-100
  Seen casually
  01-33
  34-43
  44-53
  54-100
  Viewed once
  01-43
  44-53
  54-73
  74-100
  Description
  01-43
  44-53
  54-73
  74-100
  False
  description
  01-50
  51-100
  —
  —
  Familiarity. "Very familiar" is a creature or place you have
  met with or been to very often, a creature or place you have
  carefully studied, or a creature or place you can see when you
  cast the spell. "Seen casually" is someone or someplace you
  have seen more than once but with which you aren't very
  familiar. "Viewed once" is a creature or place you have seen
  once, possibly using magic. "Description" is a creature or
  place whose location and appearance you know through
  someone else's description, perhaps from a map.
  "False description" is a creature or place that doesn't exist.
  Perhaps you scried an illusion, or you are attempting to locate
  a familiar creature or location that no longer exists.
  On Target. The star appears directly over the target's
  location.
  Off Target. The star appear a random distance away from
  the target's location in a random direction. Distance off target
  is 1d10 × 1d10 percent of the distance between you and the
  target. For example, if the target was 120 miles away from
  you, and the DM rolled a 5 and 3 on the two d10s, then the
  star would be off target by 15 percent, or 18 miles. The DM
  determines the direction off target randomly by rolling a d8
  and designating 1 as north, 2 as northeast, 3 as east, and so
  on around the points of the compass.
  Similar Target. The star appears over a different target
  that's visually or thematically similar to the target. Generally,
  the star appears over the closest similar target, but since the
  spell has no range limit, it could conceivably wind up
  anywhere on the plane.
  Mishap. The star appears in your hands and then explodes.
  Each creature within 30 feet of the star must make a Dexterity
  saving throw. A creature takes 2d10 radiant damage on a
  failed save, or half as much damage on a successful one.
  Icy Ring
  Icy Ring
  3rd-level conjuration. (Cleric, Druid, Sorcerer, Warlock,
  Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a shard of ice or glass of water)
  Duration: Concentration, up to 1 minute
  You form a 5-foot thick ring of dust and ice that circles around
  you, with the outer edge of the ring 10 feet away from you.
  When a creature enters the spell's area for the first time on a
  turn or starts its turn there, it must make a Dexterity saving
  throw. A creature takes 3d6 cold damage on a failed save, or
  half as much damage on a successful one.
  As a bonus action on your turn, you can increase or
  decrease the ring's radius from you by 5 feet, to a maximum
  distance of 20 feet away from you. The ring retains its 5-foot
  thickness, but its radius grows or shrinks.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the damage increases by 1d6 for
  each slot level above 3rd.
  Illuminate
  Illuminate
  Evocation cantrip (Cleric, Druid, Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  You release a cloud of shimmering gas at a creature you can
  see within range. The creature must succeed on a
  Constitution saving throw or take 1d8 radiant damage, and
  has disadvantage on stealth checks and can't benefit from
  being invisible until the start of your next turn.
  This spell's damage increases by 1d8 when you reach 5th
  level (2d8), 11th level (3d8), and 17th level (4d8).
  Intensify Gravity
  Intensify Gravity
  6th-level transmutation (Bard, Druid, Sorcerer, Warlock,
  Wizard)
  Casting Time: 1 action
  Range: 100 feet
  Components: V, S, M (a lead weight)
  Duration: Concentration, up to 1 minute
  This spell magnifies the gravity in a 30-foot-radius, 100-foot
  high cylinder centered on a point within range. For the spell's
  duration, everything within the spell's area becomes 10 times
  heavier. If the increase in a creature's carry weight exceeds 15
  times its Strength score, it takes 1d6 bludgeoning damage at
  the start of each of its turns, its speed drops by 20 feet and it
  has disadvantage on ability checks, attack rolls, and saving
  throws that use Strength, Dexterity, or Constitution.
  Arrows, bolts, and other ordinary projectiles that enter the
  spell's area drop to the ground and automatically miss.
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  Ionizing Wind
  Ionizing Wind
  4th-level evocation. (Cleric, Druid, Ranger, Sorcerer, Warlock,
  Wizard)
  Casting Time: 1 action
  Range: 40 feet
  Components: V, S
  Duration: Instantaneous
  A blast of electrified wind erupts from your hands. Each
  creature in a 40-foot cone must make a Strength saving throw.
  On a failed save, a creature takes 6d8 lightning damage and is
  pushed 10 feet away from you. On a successful save, the
  creature takes half as much damage and isn't pushed.
  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 level above 4th.
  Lucky Stars
  Lucky Stars
  3rd-level divination (Bard, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a rabbit's foot or other lucky charm)
  Duration: Concentration, up to 1 minute
  You create three small stars that circle around your head.
  Whenever you make an attack roll, an ability check, or a saving
  throw, you can spend expend one star to roll an additional
  d20. You can choose to expend one of your stars after you roll
  the die, but before the outcome is determined. You choose
  which of the d20s is used for the attack roll, ability check, or
  saving throw.
  You can also expend one star when an attack roll is made
  against you. Roll a d20, and then choose whether the attack
  uses the attacker's roll or yours.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you create one additional star for
  each slot level above 3rd.
  Meteor Strike
  Meteor Strike
  1st-level evocation (Paladin, Ranger)
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  The next time you hit a creature with a weapon attack during
  the spell's duration, your weapon strikes with the momentum
  of a meteor. The attack deals an extra 1d6 fire damage, and
  the target must succeed on a Strength saving throw or be
  knocked prone or pushed 5 feet away from you (your choice).
  A Large or larger creature has advantage on this saving throw.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the extra damage increases by 1d6
  for each slot level above 1st.
  Moonfall
  Moonfall
  8th-level conjuration (Cleric, Druid, Sorcerer, Warlock,
  Wizard)
  Casting Time: 1 action
  Range: 500 feet
  Components: V, S
  Duration: Instantaneous
  You materialize a minor moon from its place in the stars to
  use as an instrument of doom. A large stone moon of 100-foot
  radius appears 1500 feet above a point you can see within
  range. The spell fails if you can't see a point in the air where
  the moon could appear, or if you do not have a clear view of
  the sky.
  The moon falls 500 feet at the start of each of your turns.
  Each creature in the moon's path as it falls must make a
  Dexterity saving throw. On a failed save, a creature takes 6d6
  bludgeoning damage and is grappled until the end of its next
  turn, pinned by the moon. On a successful save, a creature
  takes half as much damage and is pushed out of the moon's
  path, up to 100 feet away from the moon.
  Once the moon collides with the ground, each creature
  within 100 feet of the point of collision takes 12d12
  bludgeoning damage. The spell deals maximum damage to
  structures. The moon then break into pieces, leaving a 100-
  foot radius impact crater, which becomes difficult terrain until
  cleared, with each 5-foot-diameter portion requiring at least 1
  minute to clear by hand.
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  Night Sky
  Night Sky
  9th-level illusion. (Bard, Cleric, Druid, Sorcerer, Warlock,
  Wizard)
  Casting Time: 1 action
  Range: Self (1-mile radius)
  Components: S
  Duration: 1 hour
  With a wave of your hand, you force the sky above you to clear
  and become night, in a radius of 1 mile. Within the spell's
  area, spells that can be cast only at night (such as create
  undead) can be cast regardless of time of day.
  When you cast this spell, choose one of the following
  effects. On each of your turns until the spell ends, you can use
  your action to choose an effect, selecting the same effect or a
  different one.
  Dreamland. The terrain within the spell's area shapes to
  your desires. The tactile characteristics of the terrain are
  unchanged, so creatures entering the area are likely to see
  through the illusion. If the difference isn't obvious by touch, a
  creature carefully examining the illusion can attempt an
  Intelligence (Investigation) check against your spell save DC
  to disbelieve it. A creature who discerns the illusion for what it
  is, sees it as a vague image superimposed on the terrain. You
  can end this effect as an action on your turn.
  Grim. You imbue false life into a corpse you can see within
  the spell's area. It rises as a skeleton if you choose a pile of
  bones, or a zombie if you choose a fleshy corpse. On each of
  your turns, you can use an action to mentally command any
  creature you made with this spell if the creature is within the
  spell's area (if you control multiple creatures, you can
  command any or all of them at the same time, issuing the
  same command to each one). You decide what action the
  creature will take and where it will move during its next turn,
  or you can issue a general command, such as to guard a
  particular chamber or corridor. If you issue no commands, the
  creature only defends itself against hostile creatures. Once
  given an order, the creature continues to follow it until its task
  is complete. The creature reverts to a corpse or pile of bones
  when the spell ends.
  Shooting Star. A star streaks across the sky. One creature
  of your choice who can see the star gains 25 temporary hit
  points. While the creature has these hit points, it immune to
  fear.
  Slumber. You inflict drowsiness on a creature of your
  choice within the spell's area. If the target has less than 50 hit
  points, it fall unconscious until the spell ends, it takes damage,
  or someone uses an action to shake or slap it awake.
  Star Storm. Ten stars fall from the sky. Each star hits a
  creature of your choice within the spell's area. Each star deals
  1d4 + 1 force damage to its target (roll damage for each star
  separately). The stars all strike simultaneously, and you can
  direct them to hit one creature or several. Each time you use
  this effect, the sky grows darker. After the 10th use, the sky
  above becomes entirely dark, and you can no longer use this
  effect.
  Quasar
  Quasar
  6th-level evocation. (Cleric, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: Self (100-foot line)
  Components: V, S
  Duration: Instantaneous
  You produce a beam of radiance in a line, 100 feet long and 5
  feet wide. Each creature in the line must make a Dexterity
  saving throw. A target takes 10d8 radiant damage and is
  blinded for 1 minute on a failed save, or half as much damage
  and is not blinded on a successful one.
  A creature blinded by this spell makes a Constitution saving
  throw at the end of each of its turns. On a successful save, it is
  no longer blinded.
  At Higher Levels. When you cast this spell using a spell
  slot of 7th level or higher, the damage increases by 1d8 for
  each slot level above 6th.
  Starcrossed Binding
  Starcrossed Binding
  7th-level abjuration (ritual) (Bard, Cleric, Wizard)
  Casting Time: 1 hour
  Range: 10 feet
  Components: V, S, M (two stone rings made from the same
  meteorite and a diamond worth at least 3000 gp)
  Duration: Until Dispelled
  You adorn two willing creatures within range, bonding them
  together across time and space. As long as the two creatures
  remain on the same plane of existence, each creature gains a
  +1 bonus to its AC and saving throws, and is immune to the
  charmed condition. Additionally each target knows the
  direction and distance to the other, and if one of them travels
  or is transported to a different plane, the other knows to
  which one they went.
  The spell ends if one of the creatures is killed. A creature
  can only benefit from this spell once in their lifetime.
  This spell can only be dispelled by a wish spell.
  Starlight Shroud
  Starlight Shroud
  1st-level abjuration (Bard, Cleric, Druid, Paladin, Ranger,
  Sorcerer, Warlock, Wizard)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 10 minutes
  Ghostly starlight surrounds your body, casting bright light in a
  10-foot radius and dim light for an additional 10 feet. The first
  time you take damage after casting this spell, the starlight
  explodes outward and the spell ends. Each creature within 10
  feet of you must make a Dexterity saving throw, taking 2d10
  radiant damage on a failed save, or half damage as much on a
  successful one.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the damage increases by 1d10 for
  each slot level above 1st.
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  Starlight Spear
  Starlight Spear
  2nd-level conjuration (Cleric, Paladin, Sorcerer, Wizard)
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 1 minute
  You weave threads of starlight together to create a spear of
  solidified light in your hand. This magic spear lasts until the
  spell ends. It counts as a simple melee weapon with which
  you are proficient. It deals 2d12 radiant damage on a hit and
  has the reach and thrown (20/60ft.) properties. In addition, if
  you move at least 20 feet straight toward a target, your next
  attack with this weapon deals an additional 1d12 radiant
  damage on a hit.
  If you drop the weapon or throw it, it dissipates at the end
  of the turn. Thereafter, while the spell persists, you can use a
  bonus action to cause the spear to reappear in your hand.
  At Higher Levels. When you cast this spell using a 3rd- or
  4th-level spell slot, the damage increases to 3d12. When you
  cast it using a 5th- or 6th-level spell slot, the damage increases
  to 4d12. When you cast it using a spell slot of 7th level or
  higher, the damage increases to 5d12.
  Twinkle
  Twinkle
  Evocation cantrip (Bard, Cleric, Druid, Sorcerer, Wizard)
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Instantaneous
  You create or manipulate lights you can see within range and
  that fit within a 5-foot cube:
  You create a small burst of light, providing bright light in a
  5-foot radius and dim light for an additional 5 feet until the
  start of your next turn.
  You cause a nonmagical light to dim until the start of your
  next turn. An object that usually casts dim light no longer
  casts light, and an object that casts bright light now casts
  dim light.
  You change the color of a light for 1 minute.
  If you cast this spell multiple times, you can have up to
  three non-instantaneous effects created by it active at a time,
  and you can dismiss such an effect as an action.
  Ultraviolet Pulse
  Ultraviolet Pulse
  2nd-level evocation (Cleric, Druid, Ranger, Sorcerer, Warlock,
  Wizard)
  Casting Time: 1 action
  Range: 120 feet
  Components: S
  Duration: Instantaneous
  You hurl a ball of glowing violet energy towards one creature
  within range, which bursts into a pulse of invisible radiation
  on impact. Make a ranged spell attack against the target. On a
  hit, it takes 5d6 radiant damage and must make a
  Constitution save or be poisoned for 1 minute. The target can
  repeat this save at the end of each of its turns, ending the
  effect on a success.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the damage increases by 1d6 for
  each slot level above 2nd.
  Vacuum
  Vacuum
  5th-level conjuration. (Bard, Cleric, Druid, Ranger, Sorcerer,
  Warlock, Wizard)
  Casting Time: 1 action
  Range: 30 feet
  Components: S, M (a sealed container)
  Duration: Concentration, up to 1 hour
  You draw all the air out of a creature within range. The target
  must make a Constitution saving throw. On a failed save, it
  takes 8d6 bludgeoning damage and begins suffocating. On a
  successful one, it takes half as much damage and does not
  begin suffocating.
  The target can repeat the saving throw at the end of each of
  its turns, ending the spell on a success.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, the damage increases by 1d6 for
  each slot level above 5th.
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  T
  Part 4: Magic Items
  Part 4: Magic Items
  his chapter offers new magic items for players
  and monsters alike to supplement those found
  in the Player's Handbook and other published
  Wizards of the Coast works. These items relate
  to stars, space, and the cosmos. Your DM
  determines if and where these items are found.
  The items are presented in alphabetical order.
  Antimatter Ammunition
  Antimatter Ammunition
  Ammunition, rare
  Dangerous ammunition crafted from antimatter, an attack
  made using this piece of ammunition deals 6d8 necrotic
  damage instead of a weapon's normal damage. Once the
  antimatter ammunition deals damage to a creature, it
  becomes a piece of nonmagical ammunition.
  Asteroid Belt
  Asteroid Belt
  Wonderous item, rare (requires attunement)
  Constructed from a string of seemingly unattached stones,
  this belt is held together by magical force. It has 7 charges,
  and it regains 1d6+1 expended charges daily at dawn. While
  wearing the belt, you can use an action to expend any number
  of charges to attack one creature you can see within 60 feet of
  you. The belt launches a flaming stone bead and makes its
  attack roll with a +7 bonus. On a hit, for each charge you
  spend, the target takes 1d6 bludgeoning damage and is
  pushed 5 feet away from you.
  Cloak of the Starwalker
  Cloak of the Starwalker
  Wonderous item, very rare (requires attunement)
  Belonging to a mythological thief who was said to have stolen
  the stars themselves, this cloak offers a window into the void
  of space. Adorned with a pattern of faintly glowing star-like
  motes of light, the pattern of the cloak shifts when attuned to
  reveal a picture of the heavens.
  This cloak has 7 charges, and it regains 1d6+1 expended
  charges daily at dusk. While wearing the cloak, you can use a
  bonus action to expend one charge to cast misty step.
  While attuned to this cloak, you gain resistance to radiant
  and force damage, you are immune to any ill effects from
  being in a vacuum, and your movement speed is doubled in
  dim light or darkness.
  Cruciform Nebula
  Cruciform Nebula
  Weapon (greatsword, longsword, or shortsword), very rare
  (requires attunement)
  Within the blade of this weapon shimmers the image of a
  brilliant nebula. As it moves, the misty appearance of the night
  sky trails behind it.
  You gain a +2 bonus to attack and damage rolls made with
  this magic weapon.
  This weapon has 5 charges, regaining 1d4+1 charges daily
  at midnight. When you hit a creature with an attack using this
  sword, you can spend 1 charge to fill a 15-foot cube with
  swirling nebula for 1 minute, originating from you and
  encompassing the creature. When a creature enters the area
  for the first time on a turn or starts its turn there, it is engulfed
  in ghostly flames that cause searing pain, and it must make a
  DC 17 Constitution saving throw. It takes 2d6 radiant damage
  on a failed save, or half as much damage on a successful one.
  Glimmering Weapon
  Glimmering Weapon
  Weapon (any), uncommon
  This weapon shines with cosmic light, dispelling illusions and
  revealing truth. When this weapon comes in contact with
  illusion magic, it dispels the illusion if it is a spell of 3rd level
  or lower.
  A cleric of the Light or Sky domains of 10th level or higher
  can apply the glimmering property to a weapon by performing
  a 50 hour ritual. This ritual must be conducted within a
  hallowed temple, on an altar to the god of the cleric's faith,
  and involves 500 gp of materials. The ritual must be
  completed within 10 days of its initiation, otherwise the ritual
  fails and must be started over.
  Gravity Rod
  Gravity Rod
  Rod, rare (requires attunement)
  Bearing a black stone on one end and white stone on the
  other, this bronze rod boasts the ability to manipulate gravity.
  This rod has 7 charges. While holding it, you can use an
  action to expend 1 or more of its charges to cast the levitate
  (save DC 15) or spider climb spells from it.
  The rod regains 1d6+1 expended charges daily at dawn. If
  you expend the rod's last charge, roll a d20. On a 1, the wand
  crumbles into dust and is destroyed.
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  Heaven-Piercing Giga Drill
  Heaven-Piercing Giga Drill
  Weapon (javelin, lance, pike, or spear), legendary (requires
  attunement)
  This weapon has an unnaturally long tip lined with spiraling
  flutes. When attuned, the tip of the weapon spins at the
  wielder's command. You have a burrow speed equal to your
  walking speed and tremorsense for 30 feet while you hold this
  weapon.
  You gain a +3 bonus to attack and damage rolls made with
  this magic weapon.
  Additionally, if you make an attack at a creature after
  bursting out from underground, you deal an additional 2d12
  radiant damage to the creature on a hit.
  This weapon has 5 charges, regaining 1d4+1 charges daily
  at dawn. As a bonus action while you are holding this weapon,
  you can spend 1 charge and choose a creature that can see
  and hear you within 30 feet of you. That creature gains
  temporary hit points equal to your Charisma score. While the
  creature has these temporary hit points, it has advantage on
  attack rolls and saving throws.
  As a reaction when you are reduced to 0 hit points or killed,
  you can choose a creature that can see or hear you within 30
  feet of you. If that creature has a free attunement slot, it
  immediately becomes attuned to this weapon.
  Jar of Stars
  Jar of Stars
  Wonderous item, common
  This magical glass jar is filled with a 1d6+1 gleaming motes of
  starlight, and provides bright light in a 20-foot radius and dim
  light for an additional 20 feet.
  As an action, you can open the jar to release the gleaming
  motes. Each mote acts as a dart per the magic missile spell.
  The jar ceases to be magical once opened.
  Locket of the Night
  Locket of the Night
  Wonderous item, uncommon (requires attunement)
  An innocuous circular silver locket hung from a fine silver
  chain, this locket boasts the power to sap light from its
  surroundings. When opened, the inside of this locket seems to
  absorb all light around it, and is cold to the touch. As an
  action, you can open the locket to cast darkness centered on
  the locket, and you can see normally in darkness. Once you
  use this property, you can't use it again until the next dusk.
  Moonlit Censer
  Moonlit Censer
  Wondrous item, very rare
  Created by an ancient order of holy knights, this ornate silver
  censer sheds moonlight, creating bright light in a 20-foot
  radius and dim light for an additional 20 feet. A silver lid on
  the censer can be used to shroud the light, snuffing it until the
  lid is removed.
  Each creature lit by this light is subject to the following
  effects:
  It can't be charmed, frightened, or possessed by celestials,
  fey, fiends, or undead.
  It has advantage on Wisdom and Charisma saving throws
  against spells and magical effects.
  It is under the effects of a zone of truth spell (save DC 16).
  Additionally, shapechangers lit by this light can't transform
  or voluntarily end their transformations.
  Creatures completely shadowed from the censer's light
  aren't subject to its effects.
  Quasar Blade
  Quasar Blade
  Weapon (greatsword, longsword, rapier, or shortsword), very
  rare (requires attunement)
  This blade has an unusual guard, circular and shining with
  tiny specks of light. When attuned, the guard spins slowly, and
  the blade emits a faint light. When unsheathed, this sword
  casts dim light in a 15-foot radius around it.
  You gain a +2 bonus to attack and damage rolls made with
  this magic weapon
  This weapon has 5 charges, and it regains 1d4+1 expended
  charges daily at dawn.
  As an action, you can expend charges to release a beam of
  radiance. Each creature within a 5 ft. wide and 200 ft long line
  must make a DC 15 Constitution saving throw. On a failed
  save, a creature takes 2d8 radiant damage for each charge
  expended and is blinded until the end of its next turn. On a
  successful save, it takes half as much damage and is not
  blinded.
  The weapon gains the following ability if attuned by a
  paladin: As an action, you can expend a spell slot to release a
  beam of radiance. Each creature within a 5 ft. wide and 200 ft
  long line must make a Constitution saving throw against your
  spell DC. On a failed save, a creature takes 4d8 radiant
  damage for a 1st-level spell slot, plus 2d8 for each spell level
  higher than 1st, and is blinded until the end of its next turn.
  On a successful save, it takes half as much damage and is not
  blinded.
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  Riftcutter
  Riftcutter
  Wonderous item, legendary (requires attunement)
  Scrawled on a tattered scrap of parchment is the knowledge
  of the Riftcutter, a conceptual weapon of with no physical
  presence. Once you attune to this parchment, you can't
  unattune from it unless you are targeted by the remove curse
  spell or similar magic.
  This parchment has 10 charges, and it regains 1d8+2
  expended charges daily at dawn.
  While attuned to this parchment, you can spend one charge
  as a bonus action to create a weapon of your choice made
  from dark matter in your hand. You can choose the form that
  this melee weapon takes each time you create it. You gain a +2
  bonus to attack and damage rolls made with this weapon,
  which deals psychic damage instead of the weapon's normal
  damage. If you drop the weapon or throw it, it dissipates at the
  end of the turn.
  When you make a melee weapon attack with this weapon,
  you can spend one charge to cut through space, increasing the
  reach for the attack to 30 feet. If you hit a creature with this
  attack, you can spend 3 charges as a bonus action to
  magically teleport to an unoccupied space within 5 feet of it.
  Each creature within 10 feet of the space you teleport to must
  make a DC 18 Wisdom saving throw. A creature takes 5d10
  psychic damage on a failed save, or half as much on a
  successful one.
  Ring of Constellation
  Ring of Constellation
  Ring, rare (requires attunement)
  This magical ring is part of a set of 3 to 6 (1d4+2) similar
  rings, and glows with dim light in a 10-foot radius. While
  wearing this ring, you are linked to each other creature
  wearing a ring from the same set within 120 feet of you. You
  know the relative location of and can communicate
  telepathically with each other linked creature.
  Additionally, each ring in a set has one of the following
  additional properties:
  The Actor. As an action, you can choose another linked
  creature. You and that creature teleport to each other's space,
  swapping places.
  The Advisor. As an action, you can choose two other linked
  creatures. Those creatures teleport to each other's space,
  swapping places.
  The Guard. When another linked creature within 5 feet of
  you is hit by an attack, you can use your reaction to reduce the
  damage they take from the attack by 1d6.
  The Guide. When another linked creature within 5 feet of
  you hits a target with a weapon attack, you can use your
  reaction to have the attack deal an additional 1d6 damage of
  the weapon's type.
  The Handmaiden. When another linked creature is hit by
  an attack, you can use your reaction to make a melee weapon
  attack against the attacker if it is within reach.
  The Hunter. When another linked creature hits a target
  with an attack, you can use your reaction to make a ranged
  weapon attack against that target if it is within range.
  The Jester. When you take the Dodge action, attack rolls by
  other linked creatures against targets within 5 feet of you have
  advantage until the start of your next turn.
  The Judge. You have advantage on melee attack rolls
  against targets within 5 feet of other linked creatures.
  The Pariah. When another linked creature takes damage,
  you can use your reaction to take that damage instead of
  them. When you do so, the damage type changes to force.
  This feature doesn't transfer any other effects that might
  accompany the damage.
  The Princess. When you take damage, any other linked
  creature can use their reaction to take that damage instead of
  you. When they do so, the damage type changes to force. This
  feature doesn't transfer any other effects that might
  accompany the damage.
  Sentinel Star
  Sentinel Star
  Wondrous item, uncommon (requires attunement)
  This two-inch blue sphere softly glows, creating dim light in a
  5-foot radius. Once attuned, it hovers in the air, unaffected by
  gravity.
  As a bonus action on your turn, you can move the sphere up
  to 30 feet to an unoccupied space you can see within 30 feet
  of you.
  Creatures near the sphere provoke opportunity attacks from
  you as if you were in the sphere's space. When you take this
  opportunity attack, a phantom image of your weapon lashes
  out from the sphere, mimicking your movements. This attack
  deal radiant damage instead of your weapon's normal damage
  type.
  The sphere has AC 24, 50 hit points, and resistance to all
  damage. If shattered, it can be repaired through a 1 hour
  ritual. You can perform this ritual only at night, under a clear
  night sky.
  Staff of Stars
  Staff of Stars
  Staff, very rare (requires attunement by a druid, sorcerer,
  warlock, or wizard)
  A smooth blackwood staff studded with gleaming star-like
  gems, this staff boasts powerful astral magics.
  You have resistance to radiant damage while you hold this
  staff.
  The staff has 10 charges. While holding it, you can use an
  action to expend 1 or more of its charges to cast one of the
  following spells from it, using your spell attack bonus and save
  DC: magic missile (1 charge), sickening radiance
   (3
  charges), or crown of stars
   (7 charges).
  The staff regains 1d6+4 expended charges daily at dawn. If
  you expend the last charge, roll a d20. On a 1, the staff glows
  intensely, vaporizes, and is destroyed.
  XGE
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  Starfall Hammer
  Starfall Hammer
  Weapon (light hammer, maul, or warhammer), legendary
  (requires attunement)
  Forged from a fallen star in the fires of its violent impact, this
  hammer is always accompanied by the faint smell of burning
  ozone.
  You gain a +2 bonus to attack and damage rolls made with
  this magic weapon.
  This weapon has 5 charges, and it regains 1d4+1 expended
  charges daily at dusk. When you hit a creature with this
  weapon, you can expend 1 charge to intensify the weapon's
  weight, driving it downwards with tremendous force. Each
  creature within 10 feet of you must make a DC 18 Strength
  saving throw or be knocked prone.
  Additionally, you can expend 3 charges to cast reverse
  gravity (save DC 18), centered on yourself. When you cast the
  spell in this way, you are immune to the spell's effect, and the
  spell ends at the start of your next turn.
  Starlight Pendant
  Starlight Pendant
  Wonderous item, uncommon (requires attunement)
  A glittering golden star-shaped pendant on a silver chain, this
  necklace grants its wearer the power to manipulate small
  lights. While attuned to the necklace, you can cast the dancing
  lights cantrip. The lights appear as tiny diamonds, no matter
  what angle they're viewed from. Once per day, you can cast
  the daylight spell, targeting the necklace. Once you use the
  necklace this way, you can't do so again until the next dawn.
  Skyfish Apparatus
  Skyfish Apparatus
  Wonderous item, legendary
  A Gargantuan metallic whale weighing 5000 pounds, this
  apparatus has a hidden catch on the top of the whale's head,
  which can be found with a successful DC 20 Intelligence
  (Investigation) check. Releasing the catch unlocks a hatch into
  an airlock, through which the apparatus' main compartment
  can be accessed. The apparatus fits two Large creatures or
  eight Medium or smaller creatures to crawl inside. Ten levers
  are set in a row inside the main compartment, each in a
  neutral position, able to move either up or down.
  Armor Class: 20
  Hit Points: 500
  Speed: swim 60 ft., fly 60 ft.
  Damage Immunities: poison, psychic
  To be used as a vehicle, the apparatus requires one pilot.
  While the apparatus' hatch is closed, the compartment is
  airtight and watertight. The compartment holds enough air for
  100 hours of breathing, divided by the number of breathing
  creatures inside.
  The apparatus is built to survive the perils of space, and can
  travel through a complete vacuum with no ill effect.
  A creature in the compartment can use an action to move as
  many as two of the apparatus's levers up or down. After each
  use, a lever goes back to its neutral position. Each level, from
  left to right, functions as shown in the Skyfish Apparatus
  Levers table.
  Skyfish Apparatus Levers
  Lever
  Up
  Down
        1      
  Two fin-like wings
  extend, allowing the
  apparatus to fly and
  swim.
  Wings retract, reducing
  the apparatus's speed to
  0. While in this state, the
  apparatus gains a +2
  bonus to its AC, and can
  still hover in place.
  2
  Forward window
  shutter opens.
  Forward window shutter
  closes.
  3
  Side window shutters
  open (two per side).
  Side window shutters
  close (two per side).
  4
  The mouth opens. Each
  creature in a 30-foot
  cone in front of the
  apparatus must make a
  DC 18 Strength saving
  throw or be pulled 10
  feet toward the
  apparatus.                       
  The mouth closes. Make
  the following melee
  weapon attack: +10 to
  hit, reach 5 ft., one
  target. Hit: 26 (4d12)
  piercing damage and the
  target is grappled
  (escape DC 18)
  5
  The apparatus begins
  charging its beam.
  While it is charging, the
  apparatus emits dim
  light in a 10-foot radius
  around its mouth if the
  mouth is closed, or a
  60-foot cone of bright
  light and 60 feet of dim
  light beyond that if the
  mouth is open. The
  beam can remain
  charged for 1 minute,
  afterwards it must be
  recharged if not fired.
  The apparatus fires a
  beam. If the mouth is
  closed, the beam fizzles,
  and the apparatus takes
  72 (16d8) radiant
  damage. If the mouth is
  open, each creature in a
  100 foot line, 5 feet
  wide, in front of the
  apparatus must make a
  DC 18 Dexterity saving
  throw. A creature takes
  72 (16d8) radiant
  damage on a failed save,
  or half as much damage
  on a successful one.
  6
  The apparatus swims or
  flies forward.
  The apparatus swims or
  flies backward.
  7
  The apparatus turns 90
  degrees left.
  The apparatus turns 90
  degrees right.
  8
  The apparatus turns 90
  degrees upward.
  The apparatus turns 90
  degrees downward.
  9
  Gravity within the
  apparatus is
  suppressed. All
  creatures and objects
  within the apparatus
  levitate.
  Artificial gravity within
  the apparatus is enabled,
  oriented with the
  apparatus, affecting all
  creatures and objects
  inside the apparatus.
  10
  The door between the
  airlock and main
  compartment closes
  and the rear hatch
  unseals and opens.
  The rear hatch closes
  and seals, and the airlock
  drains and opens to the
  main compartment.
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  T
  Part 5: Creatures
  Part 5: Creatures
  his chapter includes new creatures for your
  players to face as they run through your
  campaign, supplementing those found in the
  Player's Handbook, Monster Manual, and other
  published Wizards of the Coast works. These
  new creatures relate to stars, space, and the
  cosmos.
  Astral Lynx
  Astral Lynx
  These strange creatures, appearing like a lynx with vividly
  multicolored fur and much of their flesh missing, are hunters
  that reside in the Astral Plane. They venture forth to hunt, or
  to explore the many wonders of the worlds—and sometimes
  it's hard to tell the difference.
  Surreal Presence
  Surreal Presence
  Astral lynxes carry with them a portion of their home plane,
  lending a dreamlike quality to their presence. Their
  coloration, posture, and even size are not fixed, and often
  differ from perspective to perspective. Some stories tell of
  these creatures wandering through mouse holes, walking
  across lakes, or pawing at the heavens, batting the very stars
  around the sky.
  Surreal Size. A astral lynx's size is subjective and
  inconstant. The same lynx may barely fit through a door one
  moment, then leap nimbly through a keyhole the next, with
  observers disagreeing on how it occured.
  Hunters from the Emptiness
  Hunters from the Emptiness
  Creatures on the Astral Plane neither age nor suffer from
  hunger or thirst. Like many creatures that live there, astral
  lynxes must go elsewhere to grow and raise young. To fuel
  that, though, they must hunt, and they do so by diving into the
  Material Plane to ambush prey.
  Unearthly Patience. The unchanging nature of the Astral
  Plane negates any urgency in a hunt, and astral lynxes are
  content to wait weeks, months, or even years for the perfect
  moment to strike.
  Planar Attunement. Astral lynxes always know the
  distance and direction to the nearest planar portal. They can
  also see from the Astral Plane into the Material Plane and
  vice versa, allowing them to watch unseen as they hunt or
  investigate.
  Insatiable Curiosity
  Insatiable Curiosity
  Their intelligence leaves astral lynxes with a second need that
  drives them from their home: curiosity. They are exceptionally
  inquisitive, and when not hunting, can be found sightseeing
  across the planes.
  Astral lynxes venture forth from their home to see the
  wonders of the cosmos. Outside the Astral Plane, they are
  most commonly seen in places of great beauty, settlements
  with cultural significance, and sites where powerful things lie.
  Their innate desire to touch interesting things and play in
  interesting places can have wildly varying implications, from
  breaking a single blade of grass to accidentally toppling
  buildings with yard-wide paws and twists of space.
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  Movement in the Astral Plane
  In combat, a creature's walking speed (in feet) on
  the Astral Plane is equal to 3 times its Intelligence
  score.
  — Dungeon Master's Guide, page 47
  PART 5 | CREATURES
  33
  Astral Lynx
  Astral Lynx
  Large monstrosity, chaotic neutral
  Armor Class 17 (natural armor)
  Hit Points 161 (17d10 + 68)
  Speed 50 ft., Astral Plane 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6) 21 (+5) 19 (+4) 20 (+5) 14 (+2) 13 (+1)
  Skills Athletics +10, Perception +6, Stealth +9
  Damage Resistances necrotic, poison, bludgeoning,
  piercing, slashing from nonmagical attacks
  Damage Immunities force
  Condition Immunities blinded, charmed, paralyzed,
  petrified
  Senses truesight 60 ft., passive Perception 16
  Languages understands Common but can't speak
  Challenge 11 (7200 XP)
  Astral Step. As a bonus action, the lynx can magically
  shift from the Material Plane to the Astral Plane, or vice
  versa.
  Planar Pounce. If the lynx returns from the Astral Plane
  and then hits a creature with a bite attack on the same
  turn, the target takes an extra 11 (2d10) force damage
  and must succeed on a DC 17 Charisma saving throw
  or be banished to the Astral Plane until the end of its
  next turn.
  Actions
  Multiattack. The lynx makes two attacks: one with its
  bite and one with its claw.
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
  target. Hit: 13 (2d6 + 6) piercing damage.
  Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
  target. Hit: 11 (1d10 + 6) slashing damage.
  Astral Rift (Recharge 5-6). The lynx tears a hole in the
  fabric of space, drawing creatures in. Each creature
  within 30 feet of the lynx must make a DC 17 Charisma
  saving throw. On a failed save, the creature takes 38
  (7d10) force damage and is banished to the Astral
  Plane. On a successful save, it takes half as much
  damage and isn't banished. At the end of a banished
  creature's turns, it repeats the saving throw, returning
  from the Astral Plane and reappearing in the space it
  left or in the nearest unoccupied space if that space is
  occupied on a success.
  
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  Constellate Creatures
  Constellate Creatures
  When creatures of myth are slain, the gods or other celestial
  powers sometimes deem it fitting to memorialize them in the
  sky as constellations. Typically drawn from myths and
  legends, creatures who become constellations are blessed by
  the higher powers.
  Constellate creatures maintain the same personalities as
  they did in life, whether that be the person a of a brave hunter
  or a menacing lion. In places of concentrated cosmic energy,
  or when their mythos is heavily invoked, these creatures will
  often return to the mortal realm, either to defend the area or
  to warn travelers.
  All constellate creatures gain similar features, appearing as
  swarms of small stars connected by threads of starlight, and
  gain resistance to mundane weaponry, astral attacks, and the
  ability to manipulate starlight motes. Gifted with this power,
  constellate creatures are able to set traps using these starlight
  motes, piercing through unsuspecting victims with thin
  strands of light.
  Constellate Creature Template
  Constellate Creature Template
  An abberation, beast, humanoid, giant, or monstrosity can
  become a constellate creature. When a creature becomes
  constellate, it retains all its statistics except as noted below.
  Senses. The creature gains darkvision with a radius of 60
  feet.
  Resistances. The creature gains resistance to bludgeoning,
  piercing, and slashing damage from nonmagical attacks if
  does not already have these resistances.
  Astral Attacks. The creature's weapon attacks deal force
  damage instead of their normal type.
  Languages. If the creature can speak, it learns Celestial in
  addition to any other languages it knows.
  Create Star Mote. As a bonus action, the creature can
  place a mote of starlight in an unoccupied space within 5 feet
  of it. This mote emits dim light in a 5-foot radius, and lasts for
  1 minute. It can place a number of motes up to twice its
  challenge rating (minimum of 2).
  New Action: Detonate Star Mote. The creature can cause
  any number of motes it created within 60 feet of it to explode.
  Each creature within 5 feet of a mote must make on a
  Dexterity saving throw or take 2d6 radiant damage. A
  creature in the area of more than one mote burst is affected
  only once. The DC for this saving throw is equal to 8 + the
  creature's proficiency bonus + the creature's Constitution
  modifier.
  New Action: Starline. The creature can form strands of
  starlight between all motes it created within 60 feet of it. If
  two motes are separated by a barrier or other solid object, the
  strand between them will not form. If a strand passes through
  a creature, that creature must make a Dexterity saving throw,
  taking 1d10 radiant damage for each mote placed on a failed
  save. Once the creature uses this action, all the motes it
  placed disappear. The DC for this saving throw is equal to 8 +
  the creature's proficiency bonus + the creature's Constitution
  modifier.
  Sample Constellate Creature
  Sample Constellate Creature
  Here the constellate creature template has been applied to a
  human archer and a lion representing the constellations
  Orion and Leo respectively.
  PART 5 | CREATURES
  34
  Constellate Archer
  Constellate Archer
  Medium humanoid, any alignment
  Armor Class 16 (studded leather armor)
  Hit Points 75 (10d8 + 30)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
  Skills Acrobatics +6, Perception +3
  Damage Resistances bludgeoning, piercing, slashing
  damage from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Celestial
  Challenge 3 (700 XP)
  Archer's Eye (3/Day). As a bonus action, the archer can
  add 1d10 to its next attack or damage roll with a
  longbow or shortbow.
  Create Star Mote. As a bonus action, the archer can place
  a mote of starlight in an unoccupied space within 5 feet
  of it. This mote emits dim light in a 5-foot radius, and
  lasts for 1 minute. It can place up to 6 motes.
  Actions
  Multiattack. The archer makes two attacks with its
  longbow.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 7 (1d6 + 4) force damage.
  Longbow. Ranged Weapon Attack: +6 to hit, range
  150/600 ft., one target. Hit: 8 (1d8 + 4) force damage.
  Detonate Star Mote. The archer can cause any number of
  motes it created within 60 feet of it to explode. Each
  creature within 5 feet of a mote must make on a DC 13
  Dexterity saving throw or take 7 (2d6) radiant damage.
  A creature in the area of more than one mote burst is
  affected only once.
  Starline. The archer can form strands of starlight
  between all motes it created within 60 feet of it. If two
  motes are separated by a barrier or other solid object,
  the strand between them will not form. If a strand
  passes through a creature, that creature must make a
  DC 13 Dexterity saving throw, taking 5 (1d10) radiant
  damage for each mote placed on a failed save. Once the
  creature uses this action, all the motes it placed
  disappear.
  
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  Constellations and the World
  The constellate sample creatures provided here
  reference they legends of the huntsman Orion and
  the Nemean Lion. DMs should consider the
  mythology of your campaign, and create constellate
  creatures that best align with the constellations and
  legends of the setting.
  For example, in the Forgotten Realms setting,
  constellations called the Centaur and the Woman
  Warrior are viewable over the Sword Coast North in
  summer. To represent the constellations, the
  constellate creature template can be applied to a
  centaur and a knight or other humanoid warrior. The
  constellation named Maerilzoun, also called the
  Serpent, can be represented by applying the
  constellate creature template to a giant constrictor
  snake.
  PART 5 | CREATURES
  35
  Constellate Lion
  Constellate Lion
  Large beast, unaligned
  Armor Class 12
  Hit Points 26 (4d10 + 4)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  13 (+1)
  3 (–4)
  12 (+1)
  8 (–1)
  Skills Perception +3, Stealth +4
  Damage Resistances bludgeoning, piercing, slashing
  damage from nonmagical attacks
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Smell. The lion has advantage on Wisdom
  (perception) checks that rely on smell.
  Pack Tactics. The lion has advantage on an attack roll
  against a creature if at least one of the lion's allies is
  within 5 feet of the creature and the ally isn't
  incapacitated.
  Pounce. If the lion moves at least 20 feet straight
  toward a creature and then hits it with a claw attack on
  the same turn, that target must succeed on a DC 13
  Strength saving throw or be knocked prone. If the target
  is prone, the lion can make one bite attack against it as
  a bonus action.
  Running Leap. With a 10-foot running start, the lion can
  long jump up to 25 feet.
  Create Star Mote. As a bonus action, the lion can place a
  mote of starlight in an unoccupied space within 5 feet
  of it. This mote emits dim light in a 5-foot radius, and
  lasts for 1 minute. It can place up to 2 motes.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 7 (1d8 + 3) force damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  target. Hit: 6 (1d6 + 3) force damage.
  Detonate Star Mote. The lion can cause any number of
  motes it created within 60 feet of it to explode. Each
  creature within 5 feet of a mote must make on a DC 11
  Dexterity saving throw or take 7 (2d6) radiant damage.
  A creature in the area of more than one mote burst is
  affected only once.
  Starline. The lion can form strands of starlight between
  all motes it created within 60 feet of it. If two motes are
  separated by a barrier or other solid object, the strand
  between them will not form. If a strand passes through
  a creature, that creature must make a DC 11 Dexterity
  saving throw, taking 5 (1d10) radiant damage for each
  mote placed on a failed save. Once the creature uses
  this action, all the motes it placed disappear.
  
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  Dancing Star
  Dancing Star
  Under the pale light of the moon, in quiet forest groves, small
  fey creatures shimmer and sway. More jovial than their
  aggressive sprite kin, dancing stars are creatures of constant
  energy.
  Forest Tricksters. These dancing stars are innate
  pranksters, stopping at nothing for their amusement, but
  laughing and singing the entire way. Dancing stars lure
  wanderers in with their delightful songs, only to bewitch the
  pour souls or rob them blind.
  Fey Outcasts. Though jovial and bewitching, the dancing
  stars' antics have a tendency to draw the ire of other fey
  creatures. As such, dancing stars usually live in communities
  of their own, on the boundaries of fey territory.
  Social Beings
  Social Beings
  Dancing stars often come together in large groups, throwing
  parties and laughing together as a swarm. When working
  together, individual stars can play off of one another, putting
  on even more enchanting performances. As a group, the
  charm of the dancing stars is amplified.
  PART 5 | CREATURES
  36
  Dancing Star
  Dancing Star
  Tiny fey, chaotic neutral
  Armor Class 13
  Hit Points 5 (2d4 + 0)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  4 (–3) 17 (+3) 11 (+0) 13 (+1) 12 (+1)
  15 (+2)
  Skills Acrobatics +5, Persuasion +4, Performance +4
  Damage Resistances radiant
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Sylvan
  Challenge 1/8 (25 XP)
  Star Dance. If the dancing star uses its Enchanting
  Pirouette on its turn, it can take the Dodge action as a
  bonus action.
  Actions
  Star Mote. Ranged Spell Attack: +4 to hit, range 60 ft.,
  one target. Hit: 3 (1d4 + 1) force damage.
  Enchanting Pirouette (Recharges after a Short or Long
  Rest). The dancing star sways in a sensational dance.
  Each creature within 30 feet of the dancing star must
  succeed on a DC 12 Wisdom saving throw or be
  charmed for 1 minute. The dancing star has advantage
  on attacks against the charmed target. A creature can
  repeat this save at the end of its turn, ending the effect
  on a success. The effect also ends for an affected
  creature if it takes any damage or if someone else uses
  an action to shake the creature out of its stupor.
  Swarm of Dancing Stars
  Swarm of Dancing Stars
  Medium swarm of tiny fey, chaotic neutral
  Armor Class 13
  Hit Points 45 (10d8 + 0)
  Speed 20 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (–1) 17 (+3) 11 (+0) 13 (+1) 12 (+1)
  15 (+2)
  Skills Acrobatics +5, Persuasion +4, Performance +4
  Damage Resistances radiant, bludgeoning, piercing,
  slashing
  Condition Immunities charmed, frightened, grappled,
  paralyzed, petrified, prone, restrained, stunned
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Star Dance. If the swarm uses its Enchanting Pirouette
  on its turn, it can take the Dodge action as a bonus
  action.
  Swarm. The swarm can occupy another creature’s space
  and vice versa, and the swarm can move through any
  opening large enough for a Tiny dancing star. The
  swarm can’t regain hit points or gain temporary hit
  points.
  Actions
  Multiattack. The swarm makes 3 (1d6) star mote
  attacks, or 2 (1d4) star mote attacks if the swarm has
  half of its hit points or fewer.
  Star Mote. Ranged Spell Attack: +4 to hit, range 60 ft.,
  one target. Hit: 3 (1d4 + 1) force damage.
  Enchanting Pirouette (Recharge 5-6). The swarm sways in
  a sensational dance. Each creature within 30 feet of the
  swarm must succeed on a DC 12 Wisdom saving throw
  or be charmed for 1 minute. The swarm has advantage
  on attacks against the charmed target. A creature can
  repeat this save at the end of its turn, ending the effect
  on a success. The effect also ends for an affected
  creature if it takes any damage or if someone else uses
  an action to shake the creature out of its stupor.
  
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  Krenelisk
  Krenelisk
  Distant cousins of the terrestrial ankhegs, the krenelisk are a
  spacefaring species that dwell on asteroids and moons. Far
  more intelligent than their ankheg kin, krenelisk band
  together in hives, hunting in highly organized teams and
  serving a single krenelisk queen.
  Labyrinth Diggers. The krenelisk retain the burrowing
  tendencies of their ankheg kin, and use their powerful
  mandibles to dig winding tunnels deep beneath the ground.
  Krenelisk tunnels wind erratically and in all directions,
  making them difficult to navigate. A tactic utilized by the
  krenelisk involves burrowing under the feet of unsuspecting
  prey, then dragging them into the maze-like tunnels.
  Hive Psionics. A krenelisk queen is a being of immense
  power, able to grant her entire hive limited psionic abilities.
  this hive structure developed along-side the krenelisk's
  psychic sensitivity, but also serves as the creatures' greatest
  weakness. If a krenelisk queen is killed, all members of her
  hive lose their psionic abilities.
  Invisible Hunters. Subsisting off various space creatures,
  krenelisks hunt as a pack. Utilizing psionic powers, they bend
  rays of light around their form, making them nearly
  impossible to see.
  A Krenelisk Queen's Lair
  A Krenelisk Queen's Lair
  At the heart of the krenelisk hives's labyrinth lies the krenelisk
  queen's lair. Burrowed deep underground, the queen's lair
  typically has multiple entrances to better facilitate the
  movement of other krenelisk around her.
  As the queen's primary task is the creation of more
  krenelisk, the floor of her lair is lined with acid-pitted bones
  and rotting carcasses.
  The lair also serves as a psionic echo chamber of sorts,
  amplifying the queen's psionic powers and shielding her from
  detection.
  Lair Actions
  Lair Actions
  On initiative count 20 (losing initiative ties), the krenelisk
  queen takes a lair action to cause one of the following effects;
  the krenelisk queen can't use the same effect two rounds in a
  row:
  Piles of bones that the krenelisk queen can see within 120
  feet of it rise up in a skeletal hand. Any creature on the
  ground within 10 feet of the hand must succeed on a DC
  15 Strength or Dexterity saving throw (target's choice) or
  be restrained.
  The psychic energy around the krenelisk queen resonates,
  filling the lair. Each non-krenelisk creature within 60 feet
  of the krenelisk queen must succeed on a DC 15
  Intelligence saving throw or become stunned until the end
  of their next turn.
  The ground shakes around the krenelisk queen. Each
  creature within 30 feet of the krenelisk queen must
  succeed on a DC 15 Strength saving throw or be knocked
  prone.
  Regional Effects
  Regional Effects
  A region containing a krenelisk hive buzzes with the activity of
  these psionic hunters, and comes under one or more of the
  following effects:
  Wildlife within 3 miles of the lair begin disappearing.
  Water sources within 6 miles of the lair become acidic and
  foul.
  Humanoids within 10 miles of the lair begin suffering
  painful migraine.
  If the krenelisk queen dies, the remaining krenelisk scatter
  in other directions, seeking a new home and a new queen. It
  takes a krenelisk 3d6 years to mature into a queen.
  PART 5 | CREATURES
  37
  Krenelisk
  Krenelisk
  Large monstrosity, unaligned
  Armor Class 16 (natural armor)
  Hit Points 102 (12d10 + 36)
  Speed 30 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  17 (+3)
  9 (–1)
  13 (+1)
  6 (–2)
  Skills Perception +4, Stealth +4
  Damage Vulnerabilities psychic
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 14
  Languages Krenelisk, telepathy 120 ft.
  Challenge 5 (1800 XP)
  Spacefaring. The krenelisk doesn't need to breathe.
  Hive Psionics. The krenelisk's psionic spellcasting ability
  is Intelligence (spell save DC 10, +2 to hit with spell
  attacks). While within 3 miles of a krenelisk queen, it
  can innately cast the following spells:
  At will: mage hand, mind spike 
  3/day: invisibility 
  1/day: telekinesis
  Actions
  Multiattack. The krenelisk makes two attacks: one with
  its bite and one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8)
  acid damage. If the target is a Large or smaller creature,
  it is grappled (escape DC 15). Until this grapple ends,
  the krenelisk can bite only the grappled creature and
  has advantage on attack rolls to do so.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 7 (1d6 + 4) slashing damage.
  Acid Spray (Recharge 5-6). The krenelisk spits acid in a
  line that is 30 ft. long and 5 ft. wide, provided that it
  has no creature grappled. Each creature in that line
  must make a DC 14 Dexterity saving throw, taking 21
  (6d6) acid damage on a failed save, or half as much
  damage on a successful one.
  
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  PART 5 | CREATURES
  38
  Krenelisk Queen
  Krenelisk Queen
  Huge monstrosity, unaligned
  Armor Class 19 (natural armor)
  Hit Points 310 (20d12 + 180)
  Speed 30 ft., burrow 10 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  25 (+7)
  10 (+0)
  29 (+9)
  19 (+4)
  13 (+1)
  8 (–1)
  Saving Throws Wis +6, Cha +4
  Damage Immunities psychic
  Senses darkvision 60 ft., tremorsense 60 ft., passive
  Perception 11
  Languages Krenelisk, telepathy 1 mile
  Challenge 15 (13000 XP)
  Legendary Resistance (3/Day). If the krenelisk queen fails a
  saving throw, it can choose to succeed instead.
  Spacefaring. The krenelisk queen doesn't need to breathe.
  Psionic Shield. Each krenelisk within 60 feet of the
  krenelisk queen loses its vulnerability to psychic damage
  and has resistance to damage from spells.
  Hive Psionics. The krenelisk queen's psionic spellcasting
  ability is Intelligence (spell save DC 17, +9 to hit with
  spell attacks). It can innately cast the following spells:
  At will: mage hand, mind spike 
  3/day: synaptic static
  , telekinesis
  Actions
  Multiattack. The krenelisk queen makes two attacks: one
  with its bite and one with its claws.
  Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
  target. Hit: 16 (2d8 + 7) piercing damage plus 4 (1d8)
  acid damage. If the target is a Medium or smaller
  creature, it must succeed on a DC 20 Dexterity saving
  throw or be swallowed by the krenelisk queen. A
  swallowed creature is blinded and restrained, it has total
  cover against attacks and other effects outside the
  krenelisk queen, and it takes 21 (6d6) acid damage at the
  start of each of the krenelisk queen's turns. If the
  krenelisk queen takes 30 damage or more on a single turn
  from a creature inside it, the krenelisk queen must
  succeed on a DC 21 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 krenelisk queen.
  If the krenelisk queen dies, a swallowed creature is no
  longer restrained by it and can escape from the corpse by
  using 5 feet of movement, exiting prone.
  Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
  target. Hit: 14 (2d6 + 7) slashing damage.
  Acid Spray (Recharge 5-6). The krenelisk queen spits acid
  in a line that is 60 ft. long and 10 ft. wide, provided that it
  has no creature swallowed. Each creature in that line must
  make a DC 22 Dexterity saving throw, taking 42 (12d6)
  acid damage on a failed save, or half as much damage on
  a successful one.
  Legendary Actions
  The krenelisk queen can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action option can be used at a time and only at the end of
  another creature's turn. The krenelisk queen regains spent
  legendary actions at the start of its turn.
  Psionic. The krenelisk queen casts one of its at-will spells.
  Claw (Costs 2 Actions). The krenelisk queen makes one
  claw attack.
  Aggravate Hive (Costs 3 Actions). Each krenelisk within 60
  feet of the krenelisk queen gains 10 temporary hit points.
  While a krenelisk has these hit points, it can make one
  claw attack as a bonus action on its turn.
  XGE
  
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  Meteor Golem
  Meteor Golem
  Powerful golems crafted from extraterrestrial metals, the
  meteor golem is a powerful warrior wrought of exotic metals.
  A meteor golem's shape can be worked into any form, though
  most are fashioned to look like giant suits of armor. Its
  durable form allows it to fall from great heights, slamming
  into the ground with destructive force.
  A meteor golem's body contains veins of exotic metals such
  as adamantine and mithral, protecting their bodies from all
  weapons but those imbued with magic or made from
  adamantine.
  Elemental Spirit in Material Form. The construction of a
  golem begins with the building of its body, requiring great
  command of the craft of sculpting, stonecutting, ironworking,
  or surgery. Sometimes a golem's creator is the master of the
  art, but often the individual who desires a golem must enlist
  master artisans to do the work.
  After constructing the body from a meteor, the golem's
  creator infuses it with a spirit from the Elemental Plane of
  Earth. This tiny spark of life has no memory, personality, or
  history. It is simply the impetus to move and obey. This
  process binds the spirit to the artificial body and subjects it to
  the will of the golem's creator.
  Strike Force. The creator of a meteor golem will typically
  utilize its destructive powers offensively rather than
  defensively, as their impact power has a propensity for
  property destruction that makes them ill suited as guardians.
  Blind Obedience. When its creator or possessor is on hand
  to command it, a golem performs flawlessly. If the golem is left
  without instructions or is incapacitated, it continues to follow
  its last orders to the best of its ability. When it can't fulfill its
  orders, a golem might react violently—or stand and do
  nothing. A golem that has been given conflicting orders
  sometimes alternates between them.
  A golem can't think or act for itself. Though it understands
  its commands perfectly, it has no grasp of language beyond
  that understanding, and can't be reasoned with or tricked with
  words.
  Constructed Nature. A golem doesn't require air, food,
  drink, or sleep.
  PART 5 | CREATURES
  39
  Meteor Golem
  Meteor Golem
  Large construct, unaligned
  Armor Class 18 (natural armor)
  Hit Points 142 (15d10 + 60)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  22 (+6)
  11 (+0)
  19 (+4)
  3 (–4)
  11 (+0)
  1 (–5)
  Damage Immunities cold, fire, poison, psychic,
  bludgeoning, piercing, slashing from nonmagical
  attacks that aren't adamantine
  Condition Immunities charmed, exhaustion, frightened,
  paralyzed, petrified, poisoned
  Senses darkvision 120 ft., passive Perception 10
  Languages Understands the languages of its creator but
  can't speak
  Challenge 12 (8400 XP)
  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: +10 to hit, reach 5 ft., one
  target. Hit: 19 (3d8 + 6) bludgeoning damage.
  Impact (Recharge 5-6). The golem slams the ground,
  releasing a wave of destructive energy. Each creature
  within 10 feet of the golem that is not behind total
  cover must make a DC 18 Dexterity saving throw. A
  creature takes 22 (4d10) bludgeoning damage and 22
  (4d10) fire damage and is knocked prone on a failed
  save, or half as much damage and is not knocked prone
  on a successful one.
  
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  Moon-Touched Creatures
  Moon-Touched Creatures
  In the presence of powerful lunar or fey magic, a creature's
  mind can sometimes become addled, and afflicted with the
  moon touch. Moon-touched creatures appear outwardly
  unchanged, with the exception of white fogged-over eyes,
  which glow when they are in pain. These creatures lose all
  sense of self preservation, and fight mindlessly to the death.
  Moon-Touched Creature Template
  Moon-Touched Creature Template
  A beast, humanoid, or monstrosity can become a moon-
  touched creature. When a creature becomes moon-touched, it
  retains all its statistics except as noted below.
  Moon-Touched. While the creature has less than half of its
  maximum hit points remaining, it can make a single weapon
  attack as a bonus action.
  Mindless. The creature's Intelligence score becomes 1 and
  it loses the ability to understand any languages.
  Increased Hit Points. The creature gains an additional hit
  die, and its maximum hit points are increased to reflect this.
  The Moon-Touch Affliction
  Wanderers and adventurers may find themselves
  afflicted with the mindless madness of the moon-
  touch, should they stray too far into the land of fey
  magics without adequate protection.
  When traversing such lands, a DM can call for a
  DC 15 Charisma saving throw, every hour the
  players traverse the land. On three failed saves, the
  DM can prescribe this affliction upon a player. The
  effect can be removed by a remove curse spell.
  Sample Moon-Touched Creature
  Sample Moon-Touched Creature
  Here the moon-touched creature template has been applied to
  a dire wolf.
  PART 5 | CREATURES
  40
  Moon-Touched Dire
  Moon-Touched Dire
  Wolf
  Wolf
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 45 (6d10 + 12)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  15 (+2)
  1 (–5)
  12 (+1)
  7 (–2)
  Skills Perception +3, Stealth +4
  Senses passive Perception 13
  Languages —
  Challenge 1 (200 XP)
  Keen Hearing and Smell. The wolf has advantage on
  Wisdom (Perception) checks that rely on hearing or
  smell.
  Pack Tactics. The wolf has advantage on an attack roll
  against a creature if at least one of the wolf's allies is
  within 5 feet of the creature and the ally isn't
  incapacitated.
  Moon-Touched. While the wolf has less than half of its
  maximum hit points remaining (22), it can make a bite
  attack as a bonus action.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
  creature. Hit: 10 (2d6 + 3) piercing damage. If the
  target is a creature, it must succeed on a DC 13
  Strength saving throw or be knocked prone.
  
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  Nebula Dragon
  Nebula Dragon
  Formed from clouds of cosmic dust, nebula dragon
  distinguish themselves from true dragons through their
  amorphous form. Though they bear no draconic blood, nebula
  dragons are formed through the thoughts of a dragon, thus
  inheriting the cunning and greed of the true dragons.
  Diet of Dust. Unlike their fleshy kin, nebula dragons grow
  and subsist entirely off a diet of dust and debris. Due to their
  diet, they age much slower than their true dragon
  counterparts, only reaching maturity after centuries.
  A nebula dragon's physique allows it to combine and
  construct dust particles within its body into exotic and heavy
  metals. Nebula dragon produce these metals as a byproduct of
  their diet, jettisoning the metals they are unable to use for
  fusion.
  Created from Chaos. Formed from clumps of cosmic dust,
  nebula dragons are born of chaos. Their personalities are
  likewise chaotically inclined, knowing neither good nor evil.
  Due in part to their isolation from other living creatures,
  nebula dragon are extremely self-centered, having no concept
  of compassion, sympathy, or empathy.
  Category
  Size
  Age Range
  Wyrmling
  Medium
  100 years or less
  Young
  Large
  101—500 years
  Adult
  Huge
  501—2000 years
  Ancient
  Gargantuan
  2001 years or more
  Variant: Nebula Dragons as Innate
  Spellcasters
  Nebula dragons are composed of innately magical
  cosmic energies. Using this variant, they can master
  a few spells as they age.
  A young or older dragon can innately cast a
  number of spells equal to its Charisma modifier.
  Each spell can be cast once per day, requiring no
  material components, and the spell's level can be
  no higher than one-third the dragon's challenge
  rating (rounded down). The dragon's bonus to hit
  with spell attacks is equal to its proficiency bonus +
  its Charisma modifier. The dragon's spell save DC
  equals 8 + its proficiency bonus + its Charisma
  modifier.
   
   
  Variant: Bloodied Breath
  This variant allows the dragon to turn the tide of
  battle when it becomes severely wounded, adding
  danger to the encounter. If the DM desires, the
  nebula dragon can gain the following feature:
  Bloodied Breath. When the dragon drops under
  half its maximum hit points it immediately
  recharges and uses its Breath Weapon. If the
  triggering creature is within range the dragon will
  center the attack on that creature.
  A Nebula Dragon's Lair
  A Nebula Dragon's Lair
  Though nebula dragon usually inhabit the emptiness of space,
  they sometimes form lairs upon asteroids or moons. The lair
  is glows faintly with the dragon's own stardust, and is littered
  with chunks of various metals produced by the dragon's
  internal fusion. Space whales shy far from these lairs, for fear
  of the dragon's wrath, but this in turn creates a haven for
  space squids, which feed off of the dragon's scattered stardust,
  safe from the space whales' hungry jaws.
  Lair Actions
  Lair Actions
  On initiative count 20 (losing initiative ties), the dragon takes a
  lair action to cause one of the following effects; the dragon
  can't use the same effect two rounds in a row:
  Pillars of light, 5 feet in diameter and 60 feet long, shoot
  forth from the walls of the dragon's lair within 120 feet of
  the dragon. Any creature caught in a pillar must make a
  DC 15 Dexterity saving throw. A creature takes 11 (2d10)
  radiant damage on a failed save and is blinded until the
  end of its next turn on a failed save, or half as much
  damage and is not blinded on a successful one.
  A cloud of glowing stardust spreads from a point the
  dragon chooses within 60 feet of it, filling a 15-foot radius
  sphere until the dragon dismisses it as an action, uses this
  lair action again, or dies. When the cloud appears, each
  creature in it must make a DC 15 Dexterity saving throw.
  On a failed save, a creature takes 10 (3d6) fire damage and
  begins glowing. Any attack roll against a glowing creature
  or object has advantage if the attacker can see it, and the
  affected creature or object can't benefit from being
  invisible. On a successful save, it takes half as much
  damage and does not glow. A creature must also make this
  saving throw when it enters the spell's area for the first
  time on a turn or ends its turn there.
  Gravity intensifies around a point the dragon chooses
  within 120 feet of it, filling a 20-foot radius, 40-foot high
  cylinder until the dragon dismisses it as an action, uses
  this lair action again, or dies. A creature within the area
  must make a Strength saving throw, taking 10 (3d6)
  bludgeoning damage and being knocked prone on a failed
  save, or half as much damage and not being knocked prone
  on a successful one. Additionally, the area is considered
  difficult terrain for all creatures aside from the dragon.
  Regional Effects
  Regional Effects
  The space near a legendary nebula dragon's lair is warped by
  the dragon's magic, which creates one or more of the
  following effects:
  Meteor showers rain across the sky every 1d6 days. These
  can be seen from up to 10,000,000 miles away.
  New stars appear in the sky, some visible even during the
  day. These can be seen from up to 10,000,000 miles away.
  The tides of planets within a 1,000,000 mile radius rise
  and fall erratically.
  If the dragon dies, the effects fade over 1d100 days.
  PART 5 | CREATURES
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  PART 5 | CREATURES
  42
  Ancient Nebula Dragon
  Ancient Nebula Dragon
  Gargantuan dragon, chaotic neutral
  Armor Class 22 (natural armor)
  Hit Points 546 (28d20 + 252)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)
  Saving Throws Dex +9, Wis +10, Cha +16
  Skills Perception +17, Stealth +9
  Damage Resistances bludgeoning, piercing, slashing
  from nonmagical attacks
  Damage Immunities fire, radiant
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 27
  Languages Common, Draconic
  Challenge 24 (62000 XP)
  Spacefaring. The dragon doesn't need to breathe.
  Stardust Form. The dragon can move through a space as
  narrow as 1 inch wide without squeezing. In addition,
  the dragon can enter a hostile creature’s space and stop
  there. The first time it enters a creature’s space on a
  turn, or if a creature starts its turn within the dragon's
  space, that creature takes 14 (4d6) fire damage.
  Legendary Resistance (3/day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two with
  its claws.
  Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one
  target. Hit: 21 (2d10 + 10) fire damage.
  Claws. Melee Weapon Attack: +17 to hit, reach 5 ft., one
  target. Hit: 17 (2d6 + 10) fire damage.
  Tail. Melee Weapon Attack: +17 to hit, reach 15 ft., one
  target. Hit: 19 (2d8 + 10) fire damage.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it
  must succeed on a DC 24 Wisdom saving throw or
  become frightened 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. If a creature's saving
  throw is successful or the effect ends for it, the
  creature is immune to the dragon's Frightful Presence
  for the next 24 hours.
  Breath Weapon (Recharge 5-6). The dragon uses one of
  the following breath weapons.
  Starfire Breath. The dragon exhales starfire in a 90-
  foot cone. Each creature in that area must make a DC
  24 Dexterity saving throw, taking 45 (13d6) fire
  damage and 45 (13d6) radiant damage on a failed
  save, or half as much damage on a successful one.
  Blinding Breath. The dragon releases a beam of
  radiance in a 120-foot that is 10 feet wide. Each
  creature in that line must make a DC 24 Constitution
  saving throw. A creature take 45 (13d6) radiant
  damage and is blinded until the end of its next turn
  on a failed save, or half as much damage and is not
  blinded on a successful one.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from
  the options below. Only one legendary action option
  can be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception)
  check.
  Tail Attack. The dragon makes a tail attack.
  Twist Gravity (Costs 2 Actions). The dragon shifts gravity
  around it. Each creature within 30 feet of the dragon
  must succeed on a DC 24 Strength saving throw or be
  pulled up to 20 feet closer to the dragon.
  
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  PART 5 | CREATURES
  43
  Adult Nebula Dragon
  Adult Nebula Dragon
  Huge dragon, chaotic neutral
  Armor Class 19 (natural armor)
  Hit Points 256 (19d12 + 133)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 24 (+7)
  Saving Throws Dex +8, Wis +8, Cha +13
  Skills Perception +14, Stealth +8
  Damage Resistances bludgeoning, piercing, slashing from
  nonmagical attacks
  Damage Immunities fire, radiant
  Senses blindsight 60 ft., darkvision 120 ft., passive
  Perception 24
  Languages Common, Draconic
  Challenge 17 (18000 XP)
  Spacefaring. The dragon doesn't need to breathe.
  Stardust Form. The dragon can move through a space as
  narrow as 1 inch wide without squeezing. In addition, the
  dragon can enter a hostile creature’s space and stop
  there. The first time it enters a creature’s space on a turn,
  or if a creature starts its turn within the dragon's space,
  that creature takes 10 (3d6) fire damage.
  Legendary Resistance (3/day). If the dragon fails a saving
  throw, it can choose to succeed instead.
  Actions
  Multiattack. The dragon can use its Frightful Presence. It
  then makes three attacks: one with its bite and two with
  its claws.
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one
  target. Hit: 19 (2d10 + 8) fire damage.
  Claws. Melee Weapon Attack: +14 to hit, reach 5 ft., one
  target. Hit: 15 (2d6 + 8) fire damage.
  Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
  target. Hit: 17 (2d8 + 8) fire damage.
  Frightful Presence. Each creature of the dragon's choice
  that is within 120 feet of the dragon and aware of it must
  succeed on a DC 21 Wisdom saving throw or become
  frightened 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. If a creature's saving throw is
  successful or the effect ends for it, the creature is
  immune to the dragon's Frightful Presence for the next
  24 hours.
  Breath Weapon (Recharge 5-6). The dragon uses one of
  the following breath weapons.
  Starfire Breath. The dragon exhales starfire in a 60-foot
  cone. Each creature in that area must make a DC 17
  Dexterity saving throw, taking 31 (9d6) fire damage
  and 31 (9d6) radiant damage on a failed save, or half as
  much damage on a successful one.
  Blinding Breath. The dragon releases a beam of radiance in
  a 90-foot that is 5 feet wide. Each creature in that line
  must make a DC 21 Constitution saving throw. A
  creature take 31 (9d6) radiant damage and is blinded
  until the end of its next turn on a failed save, or half as
  much damage and is not blinded on a successful one.
  Legendary Actions
  The dragon can take 3 legendary actions, choosing from
  the options below. Only one legendary action option can
  be used at a time and only at the end of another
  creature's turn. The dragon regains spent legendary
  actions at the start of its turn.
  Detect. The dragon makes a Wisdom (Perception) check.
  Tail Attack. The dragon makes a tail attack.
  Twist Gravity (Costs 2 Actions). The dragon shifts gravity
  around it. Each creature within 30 feet of the dragon
  must succeed on a DC 21 Strength saving throw or be
  pulled up to 20 feet closer to the dragon.
  
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  PART 5 | CREATURES
  44
  Young Nebula Dragon
  Young Nebula Dragon
  Large dragon, chaotic neutral
  Armor Class 18 (natural armor)
  Hit Points 178 (17d10 + 85)
  Speed 40 ft., fly 80 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5)
  Saving Throws Dex +6, Wis +5, Cha +9
  Skills Perception +9, Stealth +6
  Damage Resistances bludgeoning, piercing, slashing
  from nonmagical attacks
  Damage Immunities fire, radiant
  Senses blindsight 30 ft., darkvision 120 ft., passive
  Perception 19
  Languages Common, Draconic
  Challenge 10 (5900 XP)
  Spacefaring. The dragon doesn't need to breathe.
  Stardust Form. The dragon can move through a space as
  narrow as 1 inch wide without squeezing. In addition,
  the dragon can enter a hostile creature’s space and stop
  there. The first time it enters a creature’s space on a
  turn, or if a creature starts its turn within the dragon's
  space, that creature takes 7 (2d6) fire damage.
  Actions
  Multiattack. The dragon makes three attacks: one with
  its bite and two with its claws.
  Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
  target. Hit: 17 (2d10 + 6) fire damage.
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one
  target. Hit: 13 (2d6 + 6) fire damage.
  Breath Weapon (Recharge 5-6). The dragon uses one of
  the following breath weapons.
  Starfire Breath. The dragon exhales starfire in a 30-foot
  cone. Each creature in that area must make a DC 17
  Dexterity saving throw, taking 28 (8d6) fire damage
  and 28 (8d6) radiant damage on a failed save, or half
  as much damage on a successful one.
  Blinding Breath. The dragon releases a beam of radiance
  in a 60-foot that is 5 feet wide. Each creature in that
  line must make a DC 17 Constitution saving throw. A
  creature take 28 (8d6) radiant damage and is blinded
  until the end of its next turn on a failed save, or half
  as much damage and is not blinded on a successful
  one.
  Nebula Dragon Wyrmling
  Nebula Dragon Wyrmling
  Medium dragon, chaotic neutral
  Armor Class 17 (natural armor)
  Hit Points 60 (8d8 + 24)
  Speed 30 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3)
  Saving Throws Dex +4, Wis +2, Cha +5
  Skills Perception +4, Stealth +4
  Damage Resistances bludgeoning, piercing, slashing
  from nonmagical attacks
  Damage Immunities fire, radiant
  Senses blindsight 10 ft., darkvision 60 ft., passive
  Perception 14
  Languages Draconic
  Challenge 4 (1100 XP)
  Spacefaring. The dragon doesn't need to breathe.
  Stardust Form. The dragon can move through a space as
  narrow as 1 inch wide without squeezing. In addition,
  the dragon can enter a hostile creature’s space and stop
  there. The first time it enters a creature’s space on a
  turn, or if a creature starts its turn within the dragon's
  space, that creature takes 3 (1d6) fire damage.
  Actions
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  target. Hit: 9 (1d10 + 4) fire damage.
  Breath Weapon (Recharge 5-6). The dragon uses one of
  the following breath weapons.
  Starfire Breath. The dragon exhales starfire in a 15-foot
  cone. Each creature in that area must make a DC 13
  Dexterity saving throw, taking 10 (3d6) fire damage
  and 10 (3d6) radiant damage on a failed save, or half
  as much damage on a successful one.
  Blinding Breath. The dragon releases a beam of radiance
  in a 30-foot that is 5 feet wide. Each creature in that
  line must make a DC 13 Constitution saving throw. A
  creature take 10 (3d6) radiant damage and is blinded
  until the end of its next turn on a failed save, or half
  as much damage and is not blinded on a successful
  one.
  
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  .
  Space Beasts
  Space Beasts
  High in the sky, miles above the atmosphere, a number of
  creatures have developed specialized traits that allow them to
  survive in otherwise inhospitable environments.
  Dust and Debris
  Dust and Debris
  Without typical sources of sustenance, some space creatures
  have developed a peculiar diet. Chief among these is the space
  squid, which manages to subsist on a diet of space dust,
  supplemented with space jellyfish. It generates energy
  through a combined process of fission and fusion, breaking
  apart the dust and reforming it in order to create energy. In a
  pinch, it can expel its meal as a cloud of hot plasma, allowing
  it to scorch predators and escape from harm.
  PART 5 | CREATURES
  45
  Space Squid
  Space Squid
  Large beast, unaligned
  Armor Class 11
  Hit Points 102 (12d10 + 36)
  Speed 10 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  17 (+3)
  4 (–3)
  10 (+0)
  4 (–3)
  Skills Perception +2, Stealth +3
  Condition Immunities deafened
  Senses blindsight 60 ft., passive Perception 12
  Languages —
  Challenge 3 (700 XP)
  Spacefaring. The squid doesn't need to breathe.
  Actions
  Multiattack. The squid makes two attacks, only one of
  which can be a beak attack.
  Tentacles. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit: 11 (2d6 + 4) bludgeoning damage. If
  the target is a creature, it is grappled (escape DC 16).
  Until this grapple ends, the target is restrained, and the
  squid can't use its tentacles on another target.
  Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
  creature that is grappled by the squid, incapacitated, or
  restrained. Hit: 17 (3d8 + 4) piercing damage.
  Plasma Cloud (Recharges after a Short or Long Rest). A
  20-foot-radius cloud of scorching plasma extends all
  around the squid. The area is heavily obscured for 1
  minute, although a wind of moderate or greater speed
  (at least 10 miles per hour) can disperse the cloud.
  When the cloud appears, each creature in it must make
  a DC 16 Dexterity saving throw. A creature takes 13
  (3d8) fire damage on a failed save, or half as much
  damage on a successful one. A creature must also make
  this saving throw when it enters the spell's area for the
  first time on a turn or ends its turn there. After releasing
  the cloud, the squid can use the Dash action as a bonus
  action.
  
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  Cosmic Hunters
  Cosmic Hunters
  Another species of ecological significance in space is the
  gargantuan space whale, the primary predator of the space
  squids. Unlike the squid, space whales do not have a method
  of converting space dust into energy, and thus resort to
  hunting space squids and other rare cosmic creatures for
  food.
  Astrambergris. This diet of space squids results in a build-
  up of the squids' indigestible beaks within the space whales'
  intestinal tracts. Over the course of many years, these beaks
  merge with chemicals within the whale's innards, forming into
  a lump of stony substance called astrambergris. This
  substance, produced solely from the guts of the rare space
  whales, is mysterious and extraordinarily valuable. It is touted
  to have uses in powerful elixirs and potions, and is highly
  sought after by alchemists and magicians alike.
  PART 5 | CREATURES
  46
  Space Whale
  Space Whale
  Gargantuan beast, unaligned
  Armor Class 15 (natural armor)
  Hit Points 232 (15d20 + 75)
  Speed 0 ft., fly 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+6)
  10 (+0)
  21 (+5)
  3 (–4)
  12 (+1)
  7 (–2)
  Skills Perception +5
  Condition Immunities deafened
  Senses blindsight 120 ft., passive Perception 15
  Languages —
  Challenge 9 (5000 XP)
  Spacefaring. The whale doesn't need to breathe.
  Keen Sight. The whale has advantage on Wisdom
  (perception) checks that rely on sight.
  Actions
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
  target. Hit: 33 (6d8 + 6) piercing damage. If the target
  is a Large or smaller creature, it must succeed on a DC
  18 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) fire 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, exiting
  prone.
  
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  Deep Space Drifters
  Deep Space Drifters
  Floating high above the atmosphere, tiny space jellyfish flutter
  about in the dark, casting their dim light like tiny stars. They,
  like the space squid, gather and consume space dust for
  energy. An unfortunate side effect of their diet is the
  propensity to glow, making them easily visible targets for
  hungering space squids.
  When a space jellyfish reaches maturity, it attaches itself to
  a large chunk of debris and becomes a space polyp. Using the
  energy gathered from space dust, it slowly produces more
  space jellyfish.
  PART 5 | CREATURES
  47
  Space Jellyfish
  Space Jellyfish
  Tiny beast, unaligned
  Armor Class 11
  Hit Points 1 (1d4 – 1)
  Speed 0 ft., fly 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1 (–5)
  12 (+1)
  8 (–1)
  1 (–5)
  10 (+0)
  2 (–4)
  Condition Immunities blinded, deafened, frightened
  Senses passive Perception 10
  Languages —
  Challenge 0 (0 XP)
  Spacefaring. The jellyfish doesn't need to breathe.
  Illumination. The jellyfish sheds dim light in a 5-foot
  radius.
  Space Polyp
  Space Polyp
  Small beast, unaligned
  Armor Class 5
  Hit Points 3 (1d6 + 0)
  Speed 0 ft., fly 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  3 (–4)
  1 (–5)
  10 (+0)
  1 (–5)
  10 (+0)
  2 (–4)
  Condition Immunities blinded, deafened, frightened
  Senses blindsight 30 ft. (blind beyond this radius),
  passive Perception 10
  Languages —
  Challenge 0 (10 XP)
  Spacefaring. The polyp doesn't need to breathe.
  Illumination. The polyp sheds dim light in a 10-foot
  radius.
  Actions
  Multiattack. The polyp makes 1d4 star mote attacks.
  Star Mote. Ranged Spell Attack: +2 to hit, range 30 ft.,
  one target. Hit: 3 (1d4 + 1) force damage.
  
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  Star Devourer
  Star Devourer
  A mythical creature from the depths of space, the star
  devourer is a titan that consumes all forms of matter to fill its
  never-ending hunger. Denizens of space shudder when the
  stars flicker, for fear of its arrival. Constantly wandering from
  meal to meal, a star devourer has no lair.
  Ancient Abomination. No one knows how the star
  devourer came to be, and it is unknown whether it is a
  singular entity or merely a member of a terrifying species. It
  has been witnessed throughout the ages as a harbinger of
  darkness, crushing distant stars in a path of destruction
  across the sky. Astronomers have observed vast pockets of
  darkness in the night sky, unexplained by their calculations or
  science, that ultimately have been attributed to the maw of
  this monstrous creature.
  PART 5 | CREATURES
  48
  Star Devourer
  Star Devourer
  Gargantuan monstrosity (titan), unaligned
  Armor Class 25 (natural armor)
  Hit Points 615 (30d20 + 300)
  Speed 40 ft., fly 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  30 (+10) 15 (+2) 30 (+10) 3 (–4) 11 (+0) 18 (+4)
  Saving Throws Int +5, Wis +9, Cha +13
  Damage Immunities fire, poison, radiant, bludgeoning,
  piercing, slashing from nonmagical attacks
  Senses truesight 120 ft., passive Perception 10
  Languages —
  Challenge 30 (155000 XP)
  Legendary Resistance (3/Day). If the star devourer fails a
  saving throw, it can choose to succeed instead.
  Spacefaring. The star devourer doesn't need to breathe.
  Magic Resistance. The star devourer has advantage on
  saving throws against spells and other magical effects.
  Siege Monster. The star devourer deals double damage
  to objects and structures.
  Astral Hide. Any time the star devourer is targeted by a
  magic missile spell, a line spell, or a spell that requires a
  ranged attack roll, roll a d6. On a 4 to 6, the star
  devourer is unaffected, and the spell disappears into a
  void on its hide.
  Death Burst Nova. When the star devourer dies, it
  explodes, and each creature within 600 feet of it must
  make a DC 20 Dexterity saving throw, taking 70 (20d6)
  fire damage and 70 (20d6) radiant damage on a failed
  save, or half as much damage on a successful one. After
  the explosion, the star devourer's body becomes a
  dense spherical black hole, 5 feet in diameter. Each
  creature within 120 feet of it must succeed on a DC 20
  Strength saving throw or be pull into the black hole and
  take 70 (20d6) bludgeoning damage.
  Actions
  Multiattack. The star devourer can use its Frightful
  Presence. It then makes three attacks: one with its bite
  and two with its tail. It can use its Swallow instead of its
  bite.
  Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one
  target. Hit: 49 (6d12 + 10) piercing damage. If the
  target is a creature, it is grappled (escape DC 20). Until
  this grapple ends, the target is restrained, and the star
  devourer can't bite another target.
  Tail. Melee Weapon Attack: +19 to hit, reach 10 ft., one
  target. Hit: 43 (6d10 + 10) bludgeoning damage. If the
  target is a creature, it must succeed a DC 20 Strength
  saving throw or be knocked prone.
  Frightful Presence. Each creature of the star devourer's
  choice within 120 feet of it and is aware of it must
  succeed on a DC 20 Wisdom saving throw or become
  frightened for 1 minute. A creature can repeat the
  saving throw at the end of each of its turns, with
  disadvantage if the star devourer is within line of sight,
  ending the effect on itself on a success. If a creature's
  saving throw is successful or the effect ends for it, the
  creature is immune to the star devourer's Frightful
  Presence for the next 24 hours.
  Swallow. The star devourer makes one bite attack
  against a Huge or smaller creature it is grappling. If the
  attack hits, the target takes the bite's damage, the
  target is swallowed, and the grapple ends. While
  swallowed, the creature is blinded and restrained, it has
  total cover against attacks and other effects outside the
  star devourer, and it takes 28 (8d6) bludgeoning
  damage and 28 (8d6) fire damage at the start of each
  of the star devourer's turns.
  If the star devourer takes 60 damage or more in a single
  turn from a creature inside it, the star devourer 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 star
  devourer.
  Inhale (Recharge 4-6). The star devourer pulls creatures
  and objects alike towards its mouth. Each creature
  within a 60-foot cone originating from the star
  devourer must make a DC 20 Strength saving throw or
  be pulled up to 30 feet toward it. If a creature comes
  within 10 feet of the star devourer, the star devourer
  can immediately make a bite attack at it.
  Legendary Actions
  The star devourer can take 3 legendary actions,
  choosing from the options below. Only one legendary
  action option can be used at a time and only at the end
  of another creature's turn. The star devourer regains
  spent legendary actions at the start of its turn.
  Attack. The star devourer makes one tail attack.
  Move. The star devourer moves up to half its speed.
  Chomp (Costs 2 Actions). The star devourer makes one
  bite attack or uses its Swallow.
  
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  PART 5 | CREATURES
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  Star Elemental
  Star Elemental
  A star elemental is a glowing mass of starlight with a vague
  semblance of a face. They are a strange variant of their fire
  elemental kin, channeling their energy as light and heat. As
  they are constructed of luminous plasma, direct contact with a
  star elemental can be dangerous.
  Denizens of Space. Rather than occupying any of the
  elemental planes, star elementals can be found deep in space
  or adrift in the astral plane.
  Elemental Nature. Like their other elemental kin, a star
  elemental doesn't require air, food, drink, or sleep.
  Myrmidon
  Myrmidon
  Elemental myrmidons are elementals conjured and bound by
  magic into ritually created suits of plate armor. In this form,
  they possess no recollection of their former existence as free
  elementals. They exist only to follow the commands of their
  creators.
  Though star elemental myrmidon bear several
  resemblances to the starforged, they spring into existence
  already possessing sentience, but unable to act against the
  commands of their creators.
  PART 5 | CREATURES
  50
  Star Elemental
  Star Elemental
  Large elemental, neutral
  Armor Class 14
  Hit Points 90 (12d10 + 24)
  Speed 50 ft., fly 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  19 (+4)
  15 (+2)
  7 (–2)
  10 (+0)
  6 (–2)
  Damage Resistances bludgeoning, piercing, slashing
  from nonmagical attacks
  Damage Immunities poison, radiant
  Condition Immunities exhaustion, grappled, paralyzed,
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Celestial, Ignan
  Challenge 5 (1800 XP)
  Stardust Form. The elemental can move through a space
  as narrow as 1 inch wide without squeezing. In addition,
  the elemental can enter a hostile creature’s space and
  stop there. The first time it enters a creature’s space on
  a turn, or if a creature starts its turn within the
  elemental's space, that creature takes 5 (1d10) fire
  damage.
  Illumination. The elemental sheds bright light in a 30-
  foot radius and dim light for an additional 30 feet.
  Actions
  Multiattack. The elemental makes two touch attacks.
  Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 11 (2d6 + 4) radiant damage.
  Gleam (Recharge 4-6). Each creature within 30 feet of
  the elemental must make a DC 13 Constitution saving
  throw. On a failure, a target takes 13 (3d8) radiant
  damage and is blinded until the end of its next turn. On
  a success, a target takes half as much damage and is not
  blinded.
  Star Elemental
  Star Elemental
  Myrmidon
  Myrmidon
  Medium elemental, neutral
  Armor Class 18 (plate armor)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 13 (+1) 15 (+2) 8 (–1) 10 (+0)
  10 (+0)
  Damage Resistances bludgeoning, piercing, slashing
  from nonmagical attacks
  Damage Immunities poison, radiant
  Condition Immunities paralyzed, petrified, poisoned,
  prone
  Senses darkvision 60 ft., passive Perception 10
  Languages Celestial, Ignan, one language of its creator's
  choice
  Challenge 7 (2900 XP)
  Illumination. The myrmidon sheds bright light in a 30-
  foot radius and dim light for an additional 30 feet.
  Magic Weapons. The myrmidon's weapon attacks are
  magical.
  Actions
  Multiattack. The myrmidon makes three morningstar
  attacks.
  Morningstar. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 8 (1d8 + 4) piercing damage.
  Radiant Strikes (Recharge 6). The myrmidon uses
  Multiattack. Each attack that hits deals an extra 5
  (1d10) radiant damage.
  
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  Death of a Star
  Death of a Star
  As star elementals go through their lives, they gather space
  dust and fuse it inside their body, providing energy in the form
  of heat and pressure. When the fuel inside a star elemental
  begins to run out, the pressure inside the elemental wanes,
  and the gravitational forces of its accrued stardust eventually
  collapse in on itself. This process forms an extraordinarily
  dense point of matter, a black hole elemental. Black hole
  elementals continue as star elementals do, consuming matter
  to subsist.
  Singularity. At the core of a black hole elemental lies a
  gravitational singularity, a region of nearly infinite density
  where the laws of space and time are corrupted. Forming
  around the core, a vaguely humanoid event horizon leeches
  away any light shined upon the elemental, giving it a darker-
  than-black appearance. Anything that passes this threshold is
  crushed by the black hole elemental's incredible gravitational
  field.
  Sun-Sailing Lizards
  Sun-Sailing Lizards
  Traveling the depths of space are the hooded nebula,
  elemental lizards bearing magnificent neck frills that store
  and release sunlight.
  Hooded nebula are innately curious creatures, and travel
  from world to world in to satisfy their thirst for knowledge.
  PART 5 | CREATURES
  51
  Black Hole Elemental
  Black Hole Elemental
  Large elemental, neutral
  Armor Class 15 (natural armor)
  Hit Points 126 (12d10 + 60)
  Speed 30 ft., fly 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  11 (+0)
  20 (+5)
  5 (–3)
  10 (+0)
  5 (–3)
  Damage Resistances bludgeoning, piercing, slashing
  from nonmagical attacks
  Damage Immunities poison, radiant
  Condition Immunities exhaustion, grappled, paralyzed,
  petrified, poisoned, prone, restrained, unconscious
  Senses darkvision 60 ft., passive Perception 10
  Languages Celestial, Terran
  Challenge 5 (1800 XP)
  Immeasurable Density. The elemental is composed of
  extremely densely packed matter, forming a crushing
  field around it. When a creature moves within 10 feet of
  the elemental or starts its turn within the 10 feet of the
  elemental, that creature takes 16 (3d10) bludgeoning
  damage. Additionally, a creature within 10 feet of the
  elemental must spend 2 feet of movement for every 1
  foot it moves away from the it.
  Actions
  Multiattack. The elemental makes two slam attacks.
  Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
  target. Hit: 11 (2d10 + 5) bludgeoning damage.
  Gravitational Pull (Recharge 4-6). Each creature within 30
  feet of the elemental must succeed on a DC 16
  Strength saving throw or be pulled up to 15 feet toward
  it.
  Hooded Nebula
  Hooded Nebula
  Large elemental, chaotic neutral
  Armor Class 15 (natural armor)
  Hit Points 90 (12d10 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 15 (+2) 16 (+3) 10 (+0) 12 (+1)
  Damage Resistances bludgeoning, piercing, slashing
  from nonmagical attacks
  Damage Immunities radiant
  Senses darkvision 60 ft., passive Perception 10
  Languages Celestial, Ignan
  Challenge 5 (1800 XP)
  Standing Leap. The hooded nebula’s long jump is up to
  30 feet and its high jump is up to 30 feet, with or
  without a running start.
  Solar Sail. Whenever the hooded nebula is subjected to
  radiant damage, it takes no damage and instead can
  immediately move up to half its speed.
  Actions
  Multiattack. The hooded nebula makes two attacks: one
  with its bite and one with its claws.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 17 (2d12 + 4) piercing damage.
  Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 11 (2d6 + 4) slashing damage.
  Deadly Leap. If the hooded nebula jumps at least 15 ft.
  as part of its movement, it can then use this action to
  land on its feet in a space that contains one or more
  other creatures. Each of those creatures must succeed
  on a DC 15 Strength or Dexterity saving throw (target's
  choice) or be knocked prone and take 14 (3d6 + 4)
  bludgeoning damage plus 14 (3d6 + 4) slashing
  damage. On a successful save, the creature takes only
  half the damage, isn't knocked prone, and is pushed 5
  ft. out of the hooded nebula's space into an unoccupied
  space of the creature's choice. If no unoccupied space
  is within range, the creature instead falls prone in the
  hooded nebula's space.
  Gleam (Recharge 4-6). The hooded nebula fans open its
  hood, releasing a blast of light in a 30-foot cone. Each
  creature in the area must make a DC 13 Constitution
  saving throw. On a failure, a target takes 18 (4d8)
  radiant damage and is blinded until the end of its next
  turn. On a success, a target takes half as much damage
  and is not blinded.
  
  12/20/2018
  All the Lights in the Sky are Stars | GM Binder
  https://www.gmbinder.com/documents/print/-LSNMh6eX2Cm0VdsuZTr
  52/52
  When the blazing sun is set, 
  And the grass with dew is wet, 
  Then you show your little light, 
  Twinkle, twinkle, all the night.
  Then the traveler in the dark 
  Thanks you for your tiny spark, 
  He could not see where to go 
  If you did not twinkle so.
  In the dark blue sky you keep, 
  And often through my curtains peep, 
  For you never shut your eye 
  Till the sun is in the sky.
  As your bright and tiny spark 
  Lights the traveler in the dark, 
  Though I know not what you are,
               — Twinkle, twinkle, little star
  WWW.GMBINDER.COM
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Suppliment/5E/All the Lights in the Sky are Stars.pdf