The Lodestar

Three shimmering quicksilver orbs circle the dragonbom’s head like planets orbiting a star. He strides forward confidently as the tiny spheres ricochet across the room, every warrior standing in his path left battered and bloody in a matter of moments-all without raising a single scaled finger.

The haljling’s flaming orbs saw the adventurers through the worst of it, setting ablaze the fungal horrors down in the catacombs. As they stand before the accursed wizard with her swarm of mephits smoldering about her and magma dripping onto the floor, she grins with confidence at the futility of the halfling’s methods-until with a smirk and a wry comment his flaming orbs tum into solid ice. Her smile twists into a grimace of rage and the fight is on!

The dwarf battles with axe and sword, orb and instinct, the sanguine spheres moving with her to strike and deflect. As the beast rears up to meet her she grasps a crimson stone, gripping onto a handle as it flows into the shape of a spear before savagely driving the animal down with her newlyformed weapon.

Whatever form their training takes, all lodestars possess a fractured soul. Lodestars in combat are poetry in motion, but to keep themselves from unraveling into madness they must train and hone their skills, becoming masters of both body and mind.

Fractured Soul

Just as the body and mind can be broken so too can the soul be fractured. Some individuals are born with their soul in pieces or wounded by great trauma, an internal conflict that can lead towards insanity. To save themselves the desperate perform the ritual of the lodestones, containing spiritual fragments coalesced into physical form and psychically tethered to the soul’s core. What follows is a life of constant training for lodestars, an unending struggle to keep their tenuous grasp on the pieces of their soul and maintain a unified identity.

Locus of Power

Lodestones are the soul given physical form, about the size of its creator’s fist with the consistency of stone, metal, or a supernatural energy depending on the personality of the lodestar, each a reflection of their soul and truly unique. The lodestar is the core of the soul still contained within their body, their lodestones always nearby in celestial orbit. Living with a fractured soul is difficult however and lodestars require intense training to figuratively and literally keep themselves together. They must all find their own way to remain centered-becoming unstable is a fear forever looming at the back of every lodestar’s mind.

Creating a Lodestar

As you make your lodestar character, consider first how your soul fractured. Were you born with this damage or was there some dramatic event that sent you tumbling towards madness? What kind of person is your character, and what centers them and makes them feel whole? Perhaps you were born in this condition and have bound your soul through vigorous mental training regimens, or an event in your past was so horrible that you cling to creative expression as your bastion of tranquility, using frivolity and humor to stay grounded in this world.

Next determine what attracts your lodestar to an adventuring lifestyle-most have an ideal, person, or pursuit that remains at the core of their identity and keeps them stable. Maybe you’re seeking restitution and revenge for the trauma that shattered your soul in the first place, your stability comes through the obsessive study of ancient ruins or a love of scriptures from a local faith, or a loved one is an adventurer and you’d follow them to the ends of the world.

Quick Build

Rapidly building a lodestar can be done simply using these suggestions: first, your highest ability scores should be Wisdom and Dexterity. Your next highest ability score should be Constitution. When selecting your equipment, choose leather armor, a dagger, a puzzle, and the explorer’s pack. For skills, decide if you want to be observant (Investigation, Perception), performative (Performance, Sleight of Hand), or prone to supernatural challenges (Acrobatics, Arcana).

Class Features

Hit Points

Hit Dice: 1d8 per bloodweaver level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bloodweaver level after 1st


Armor: Light armor
Weapons: Simple weapons, lodestones
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Insight and choose two from Acrobatics, Arcana, Investigation, Perception, Performance, and Sleight of Hand


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) padded armor or (b) leather armor
  • any simple weapon
  • token of emotional significance
  • small booklet of personal mantras
  • (a) a puzzle worth up to 15 gp or (b) a personal creative work worth up to 15 gp
  • (a) an explorer’s pack or (b) a scholar’s pack


At 1st level you gain 3 lodestones, magical spheres that are physical manifestations of your fractured soul. A lodestone is always either orbiting you or away. An orbiting lodestone slowly circles around your head at a distance of 1d3 feet. A lodestone that is away is either at another location or its return is delayed by a class feature.

If for any reason a creature attempts to destroy one of your lodestones, its AC is equal to 10 + your proficiency bonus + your Wisdom modifier. The magical nature of lodestones make them immune to damage from area effects, but when a lodestone takes damage it temporarily loses physical form and disintegrates. As a bonus action, you can reform a number of disintegrated lodestones equal to half your proficiency bonus.

Your lodestones are considered magical weapons.

Whenever you use a lodestone to make an attack, you use your Wisdom modifier for the attack roll.

Some of your lodestone features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

  • Lodestone save DC = 8 + your proficiency bonus + your Wisdom modifier

Orbital Slingshot

At 1st level you learn how to sling your lodestones with lethal force. As a ranged attack, you may slingshot one of your lodestones at a target within 60 feet, dealing 1d4 bludgeoning damage plus your Wisdom modifier on a successful hit. The lodestone remains in motion around the target until it returns to orbit at the beginning of your next turn. Your Orbital Slingshot’s damage increases when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 11th level, and a d10 at 17th level.

Table: Lodestar
Level Proficiency Bonus Features
1 +2 Lodestones, Orbital Slingshot, Harrier’s Orbit
2 +2 Calm and Centered, Lodestone Shielding
3 +2 Training Method Feature
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Training Method Feature
7 +3 Lodestone Ricochet
8 +3 Ability Score Improvement
9 +4 Training Method Feature
10 +4 Mental Redundancy
11 +4 Wide Orbits
12 +5 Ability Score Improvement
13 +5 Training Method Feature
14 +5 Vortex Shroud
15 +5 Training Method Feature
16 +6 Ability Score Improvement
17 +6 Incarnate Soul
18 +6 Transposal
19 +6 Ability Score lmprovement
20 +6 Fractal Soul

Multiclassing Prerequisite(s): Wisdom 13

Proficiencies Gained: Light armor, lodestones, simple weapons, Insight

Harrier’s Orbit

At 1st level you learn to maintain your lodestone’s assault after its been launched. As a reaction when a lodestone launched using the Orbital Slingshot feature would return to your orbit, you may choose to allow the lodestone to remain and distract the target instead. The distracting lodestone occupies the same space as the target, and moves with the target when the target moves. Creatures distracted by one or more lodestones have disadvantage on attack rolls. Distracted creatures can use a bonus action to swat at distracting lodestones, taking a -2 penalty to attack rolls that turn instead of disadvantage. A lodestone used in this way remains distracting the target until you use a bonus action to return it to orbit or it disintegrates.

Calm and Centered

At 2nd level, your training to center your fractured soul has instilled you with a calmness and openness to the feelings of others. Your proficiency bonus is doubled when making Wisdom (Insight) checks.

Lodestone Shielding

At 2nd level, just as you would instinctively raise your hand to defend yourself, so too do you instinctively shield yourself using your lodestones. As a reaction when you are hit by an attack, you can cause a lodestone in orbit to deflect the attack. You gain a +s bonus to AC for the triggering attack and the deflecting lodestone disintegrates. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Training Method

At 3rd level, choose a training method: Control, Imaginative, or Instinctual. Your choice grants you features at 3rd level, and again at 6th, 9th, 13th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Lodestone Ricochet

At 7th level, as a reaction whenever a lodestone would return to orbit, you may instead launch it at another target within 60 feet using Orbital Slingshot.

Mental Redundancy

At 10th level, enough of your consciousness and spirit is divided between yourself and your lodestones that you can continue to function when your body is impaired. You gain immunity to the stunned condition, and while incapacitated you can use any features that only require your lodestones.

Wide Orbits

At 11th level, your lodestones can maintain wider orbits, avoiding or impacting obstacles as you choose. You may use your Orbital Slingshot feature to make attacks of opportunity as if it were a melee attack with a reach of 15 feet.

Vortex Shroud

At 14th level, your technique and mental prowess allow you to whirl your lodestones around yourself at extreme speeds. As an action, each creature within 15 feet must make a Dexterity saving throw, taking 3d8 bludgeoning damage per lodestone you have in orbit on a failed save or half as much on a successful one. Lodestones used in this way are away and return to orbit at the end of your next turn.

Incarnate Soul

At 17th level, the line between you and your lodestones blurs and disappears. As a reaction whenever you would take damage from an attack or spell, you can shift the damage to one of your lodestones in orbit. You take no damage from the attack or spell and do not suffer any of its effects. The lodestone is absorbed and does not reform until after you finish a long rest.


At 18th level, you are in so many places that shifting your core between them is just a matter of perspective.

As a bonus action, you may cause yourself to trade places with one of your lodestones, appearing within the space the lodestone occupied and returning that lodestone to orbit. If you transpose with a lodestone in orbit, you may appear anywhere within 60 feet. If you would arrive in a space already occupied by an object or creature, you instead arrive in the nearest unoccupied space.

Fractal Soul

At 20th level, the power and presence of your fractured soul can no longer be contained within just 3 lodestones. You gain 3 additional lodestones for a total of 6.

Section 15: Copyright Notice

ENWorld EN5ider Presents: A Touch More Class. Copyright 2019 EN Publishing.

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