To some, wandering the roads of the world is enough to live a full and thoroughly satisfying life. Traveling from one place to the other, hearing the tales and stories of hundreds of different people can easily transition from a means to an end to a way of life. Those who join the College of Stars follow this mindset, as they don’t like staying in one place for too long, preferring instead to explore forgotten places and wander along the hidden paths carving their way through mountains and wild forests.
|3rd||Nightowl, Familiar Roads|
Upon joining this college at 3rd level, your experience on the road and with travel gives you a sense of extreme calm and tranquility. You no longer require sleep, but you can still sleep if you wish. When taking a long rest, you may remain awake and can do light activity, such as reading or sitting watch while your companions sleep. In addition, if you finish a long rest below the night sky, you gain temporary hit points equal to the maximum value of your Bardic Inspiration die.
Also at 3rd level, you have the ability to discern your precise geographical location. As long as you can see the sky above, you know your current position in relation to major landmarks and cities. If you are searching for an area unfamiliar to you, such as a bandit camp or a hidden temple, you may expend a Bardic Inspiration to have a faint trail of light appear on the ground. This trail will show the most direct, undisrupted route to the location and is visible only to you. The trail lasts for one hour before it fades away.
At 6th level, you can cause bright lights of ethereal force to rain down on you foes. As an action, you may expend and roll a Bardic Inspiration die, choosing a point within 30 feet of you. Stars will fall in a 10 foot cube centered on the point you chose, and each creature in the area must make a Dexterity saving throw of feel the smite of a fallen star. On a failed save, the creature takes damage equaling an amount of d6s determined by the number rolled on your Bardic Inspiration die, meaning a roll of 4 would equal 4d6 damage. The damage can be either force or radiant and you decide which upon using this feature. If the creature succeeds on its saving throw, it takes no damage.
Once you’ve used this feature, you can’t use it again until you finish a short or long rest.
Starting at 14th level, you can make your eyes glow with the light of the stars. You activate this feature as an action, and in doing so, you grant yourself the ability to discern falsehoods and perceive weaknesses in the people around you. While this feature is active, you have truesight out to a range of 10 feet and blindsight out to a range of 60 feet. You also have advantage on Wisdom checks, and you gain a bonus equal to your Charisma modifier to your initiative, attack rolls, and saving throws. In addition, when you make a weapon attack against a creature while this feature is active, the creature takes extra damage equal to your Charisma modifier. This extra damage is either force or radiant, and you decide which when you hit with the attack. This feature lasts for 1 minute.
Once you’ve used this feature, you can’t use it again until you finished a long rest, and you gain 1 level of exhaustion once the feature ends.
Aaralyn’s Stolen Notes to Velea Copyright 2018 Anne Gregersen Author Anne Gregersen