Shooting Star
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.
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.
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.
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