Ascendant - Project Atrea (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Author: Zhenra-Khal (talk)
Date Created: 9/14/2017
Status: Stellar. Possibly Unquantifiable.
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article

A priest-mage who forms connections to the constellations and warps time. 20 1 Moderate Good Poor Good Alternate Magic, Other Other


Ascendant[edit]

For millennia, the earthbound races have gazed at the stars, watching the celestial power and studying its patterns, seeing the shapes the stars created in a connect-the-dots manner. They instilled personality and meaning to each of these shapes, and this belief had much the same effect on these stars as it does on other things - It raised the star-shapes into a form of divinity, giving them "life" all their own.

Ascendants are priest-mages who study these demi-deific constellations, learning to draw power from them like a Druid does from nature, and to embody them as a Binder does his Vestiges. Using this knowledge like a Wizard might, they learn to blast enemies with starfire, heal allies with the vitality of the cosmos or protect them with the empty, nullifying blackness of space.

Making an Ascendant[edit]

Ascendants are strong ranged combatants, able to heal and protect allies, and harm foes, from a short distance; In addition, they can learn and cast a few spells that they know they'll need often. Beyond that, their strengths lie in the Constellations they choose - Healing allies and poisoning foes with Xin'Aean, protecting allies with Ril'Meyn, or slaying and hindering enemies with Ky'Pries. Because of this, the Ascendant can change roles pretty quickly.

Abilities: Force of personality is required to fully embody a constellation, so a high Charisma score is desirable. Constitution and Wisdom are also helpful.

Races: Elves (Especially Silver Elves) and halflings are the most likely to take up this path, beyond the obvious Human, but any race can be an Ascendant.

Alignment: Any.

Starting Gold: 3d6×10 gp (105 gp).

Starting Age: Complex. Years of reading the stars and studying the arcane is required to join the ranks of the Ascendants.

Table: The Ascendant

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells Prepared Maximum Constellation Spell
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th
1st +0 +2 +0 +2 Spells, Astral Training, Sidereal Blast (1d4, Full-Round Action), Void Ward I, Astral Mark I, Temporal Resistance, Atalamar Boost 2 1
2nd +1 +3 +0 +3 Constellation (General), Insight (AC) 2 1 1
3rd +2 +3 +1 +3 Sidereal Blast (2d4, Standard Action) 3 2 1
4th +3 +4 +1 +4 Temporal Manipulation (Speed), Void Ward II, Astral Mark II 3 2 2
5th +3 +4 +1 +4 Insight (Uncanny Dodge) 4 3 1 2
6th +4 +5 +2 +5 Sidereal Blast (3d4), Constellation (Elemental, Zodiac) 4 3 1 3
7th +5 +5 +2 +5 Temporal Manipulation (Swift Action/Extra Attack), Void Ward III, Astral Mark III 4 4 2 3
8th +6/+1 +6 +2 +6 Insight (Improved Uncanny Dodge), Starcaster 4 4 2 4
9th +6/+1 +6 +3 +6 Sidereal Blast (4d4, Swift Action/Full Attack) 5 4 3 1 4
10th +7/+2 +7 +3 +7 Constellation (Sister Signs), Temporal Manipulation (Move Action), Void Ward IV, Astral Mark IV 5 4 3 1 5
11th +8/+3 +7 +3 +7 Insight (Reflex Saves) 5 5 4 2 5
12th +9/+4 +8 +4 +8 Sidereal Blast (5d4, Immediate Action/Improved Full Attack) 5 5 4 2 6
13th +9/+4 +8 +4 +8 Temporal Manipulation (Standard Action), Void Ward V, Astral Mark V 5 5 4 3 1 6
14th +10/+5 +9 +4 +9 Constellation 5 5 4 3 1 7
15th +11/+6/+1 +9 +5 +9 Sidereal Blast (6d4, Starstorm), Starcrossed 6 5 5 4 2 7
16th +12/+7/+2 +10 +5 +10 Temporal Manipulation (Full Round/Daze), Void Ward VI, Astral Mark VI 6 6 5 4 2 8
17th +12/+7/+2 +10 +5 +10 Temporal Immortality 6 6 5 4 3 8
18th +13/+8/+3 +11 +6 +11 Sidereal Blast (7d4), Constellation 6 6 5 4 3 9
19th +14/+9/+4 +11 +6 +11 Temporal Manipulation (Time Stop), Void Ward VII, Astral Mark VII 6 6 5 5 4 9
20th +15/+10/+5 +12 +6 +12 Ascension 6 6 6 5 4 9

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Astronomer) (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis), Survival (Wis), Truespeak (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Ascendant.

Weapon and Armor Proficiency: Ascendants are proficient with light armor, and with shields (Except tower shields). They're also proficient with all Simple weapons, plus the Longsword, Warhammer, Scythe, and Longbow.

Spells: Ascendants cast spells, using Straincasting. Their maximum Strain is equal to their Wisdom modifier, multiplied by their Class level. When their Strain total is below half maximum, they lose 1 point of Strain each round. When they exceed half their maximum Strain, the become Fatigued until it rises above that threshold, and their Strain loss is slowed to 1 point per minute. Once they exceed three-quarters of their maximum Strain, they become Exhausted, lose their Wisdom bonus to Will saves, and their Strain loss is slowed to 1 point per hour.

When casting a spell, the Ascendant rolls a Spellcraft check, with a DC equal to their current Strain, plus the level of the spell they're trying to cast. Whether the check was successful or not, the Ascendant gains Strain equal to the spell's level. If successful, the spell goes off as normal. If the check fails, the spell fizzles without effect. If the roll is a natural 1, roll on the Rod of Wonder table to determine the effect.

An Ascendant's spells are neither Arcane nor Divine, but count as whichever is more beneficial. The Ascendant' spells use Emotion components instead of Verbal components and Thought components instead of Somatic components. The DC for an Ascendant's spells is equal to 10 + the spell's level + the Ascendant's Charisma modifier. The Ascendant begins play knowing two 0th-level spells and one 1st-level spell, chosen from any class list; Thereafter, they do not learn any spells automatically. The Ascendant prepares spells, like a Wizard, but they're not expended when cast. Rather than a spellbook, the Ascendant must stargaze for an hour to change their prepared spells, either the actual stars, or a spellbook-sized star map. When adding a spell to their spells known, the Ascendant may add their Charisma bonus to the Spellcraft check if the spell they're trying to learn is a spell granted to them via one of their Constellations.

In addition to what few spells an Ascendant can learn and cast on their own, they also gain access to other spells via their Constellations (See below).


Astral Training (Ex): Masters of the stars and their secrets, the Ascendants are good at what they do. Ascendants gain their class level as a bonus on all Knowledge (The Planes), knowledge (Arcana), Profession (Astronomer), Survival and Use Magic Device checks, and on any Spellcraft check that isn't made to cast or learn a spell. To retain their power, the Ascendant must spend at least 12 hours each week meditating and thinking, outside at night under the stars, studying their locations, the movements of heavenly bodies, and so on. The Ascendant records this information in their star map, a spellbook-sized map of the sky and diary of the Ascendant's discoveries. If this is lost, it costs 150gp per class level and 1 week per class level to make a new one.

At 10th level, your training improves, allowing you to add your class level to all Knowledge checks, and to all Spellcraft checks that aren't made to cast a spell.


Temporal Resistance (Su): Starting at first level, you have Energy Resistance equal to your class level against Entropy damage, and a bonus on saves against time-manipulating spells (Entropy attacks, Slow, etc) equal to one-half your class level.


Sidereal Blast (Su): Beginning at first level, you learn how to unleash a blast of energy drawn directly from the stars. This is a ranged touch attack with a range in feet equal to your class level plus your Charisma modifier, multiplied by 5. On a succesful hit, the attack deals 1d4 damage. This damage isn't affected by damage reduction or energy resistance, but is subject to spell resistance. The damage increases by 1d4 at every level divisible by 3 (2d4 at 3rd, 3d4 at 6th, 4d4 at 9th, etc).


  • At first level, you can fire a single Sidereal Blast as a full-round action. At 3rd level, you can fire one blast as a standard action.
  • At 9th level, you can make a full attack with Sidereal Blasts. You can also fire a single Sidereal Blast as a Swift action in any round you don't otherwise use this ability.
  • At 12th level, you can fire a single Sidereal Blast as an immediate action, but doing so consumes one of your attacks per opportunity for the round. In addition, when you make a full attack using Sidereal Blast, your attacks are made at every +4 rather than every +5. So for example, an Ascendant with BAB +9/+4 would instead attack at +9/+5/+1, gaining a third attack.
  • At 15th level, you may spend a full-round action to fire a single Sidereal Blast directly upwards, the blast phasing out of existence a few feet above you - And then raining down a dozen times, striking opponent after opponent. When you do this, you fire a single Sidereal Blast at a number of targets equal to your class level, plus your Charisma modifier. Make one attack roll and compare it to the AC of each target separately. When you use this ability, the range is limited only by your line of sight, and you don't need line of effect. After using this ability, you cannot use your Sidereal Blast in any form for 5 rounds.


Void Ward (Su): At 1st level, you can wrap a single target in a shimmering black veil of energy as a standard action, with the same range as your Sidereal Blast. This ability grants the target a Shield for 1 round per point of Charisma bonus. The shield grants the target a +0 Deflection bonus to AC and has 3 HP per class level. At 1st level and every 3 levels thereafter (4th, 7th, 10th, etc), the Deflection bonus increases by 1, and the shield gains an additional hit point per class level, though neither the Deflection bonus nor the additional hit points per class level may exceed your Charisma bonus (Thus if your Charisma bonus is +3, the maximum deflection bonus will be +3 and the shield will have a max of 6 HP per class level, even if your level indicates it would be higher).

Astral Mark (Su): At 1st level, you gain the ability to instill the revitalizing energy of the cosmos into a single creature. Doing so is a standard action with the same range as your Sidereal Blast, and marks the target with a glowing constellation. The target gains Fast Healing 1 for 1 round per point of your Charisma modifier; This Fast Healing increases by 1 every 3 levels after 1st (FH 2 at 4th level, FH 3 at 7th, etc); Though the value of the fast healing may not exceed your Charisma modifier.

Atalamar Boost (Su): Just as the story gets better with each passing chapter, the Ascendant's power grows with time. At the end of any round in which the Ascendant has not used a spell or any of their Sidereal Blast, Void Ward, Astral Mark or Temporal Manipulation class abilities, they gain +1 effective caster level for their spells and +1 effective class level for the purposes of determining the strength of their Sidereal Blast, Void Ward and Astral Mark class features, stacking up to +5 effective level. The next time the Ascendant casts a spell or uses their Sidereal Blast, Void Ward, Astral Mark or Temporal Manipulation ability, the Atalamar bonus to effective level resets to 0 after the spell or ability goes off. The Atalamar Bonus has no effect outside combat. The bonus to caster level granted by the Atalamar Boost doesn't stack with other nonpermanent caster level bonuses.

Constellations (Su): At 2nd level, the Ascendant attunes themselves to a Constellation, allowing them to host the essence of that constellation within their bodies. This grants them access to the spells granted by the Constellation, alters the Ascendant's Sidereal Blast, Void Ward and Astral Mark class abilities, and grants the Ascendant some passive abilities. Assuming a Constellation is a full-round action, and the Ascendant may only assume one Constellation at a time (Though they gain the effects of their current Constellation constantly until they rest for 8 hour or assume a different Constellation. The Ascendant attunes themselves to an additional Constellation every 4 levels after 2nd (th, 10th, 14th, etc). The first Constellation an Ascendant attunes themselves to must be a General Constellation, such as Atalamar, The Book, but after that, they may gain access to any Constellation, including Elemental and Zodiac constellations. The full list of Constellations available is shown below.

Name Type Description
Atalamar - The Book General A constellation of power, knowledge and arcane might.
Erephos - The Staff Elemental A constellation of Fire and emotion.
Kam'Dahk - The Hammer Elemental A constellation of Earth, durability and craftsmanship.
Ky'Pries - The Scythe Elemental A constellation of winter, cold and death.
Ril'Meyn - The Shield General A defensive constellation, focusing on protection spells.
Tolmocht - The Lantern Elemental A constellation of light, truth, and hope.
Xin'Aean - The Flower Elemental A constellation of plants, poison and life.
Zagyon - The Arrow Elemental A constellation of Air, freedom, communication and thought.
Ziexaeal - The Dagger Elemental A constellation of darkness, illusions and trickery.


Insight (Su): At 2nd level, you may add your Wisdom as an Insight bonus to AC. At 5th level, you gain Uncanny Dodge, and Improved Uncanny Dodge at 8th level. At 11th level, you add your Wisdom bonus to Reflex saves.


Temporal Manipulation (Su): Beginning at 4th level, you can manipulate a single target's relative time, either speeding it up (Temporal Compression) or slowing it down (Temporal Decompression). This ability has a range of touch (Requiring a melee touch attack if the target is unwilling), and allows a Will save (DC = 10 + 1/2 class level + your Charisma modifier) to negate the effect. If successful, the ability lasts for up to 1 round per two class levels you posses; Though you may end it early as a free action. Once the ability ends, it cannot be used again for 2 rounds for every round it was in effect, and for this duration, the Ascendant who created the effect is Fatigued.

  • At 4th level, Temporal Compression adds 10ft to all of the target's movement speeds. Temporal Decompression instead lowers the target's movement speeds by 10ft (To a minimum of 5ft). The movement speed bonus/reduction increases by 5ft at 7th, 10th, 13th, 16th and 19th levels.
  • At 7th level, Temporal Compression also either allows the target to make one additional Swift action each round, OR if the target makes a full attack, they may make one additional attack at their highest BAB. Temporal Decompression now also prevents the target from making a Swift action, or if they make a full attack, Temporal Compression robs them of their final attack (Limiting them to 1 attack if they only had 2 attacks).
  • At 10th level, Temporal Compression also allows the target to make an additional Move action per round instead of an additional Swift action. Temporal Decompression now also robs the target of their Move action each round instead of their Swift action, which also prevents them from taking full-round actions.
  • At 13th level, Temporal Compression also allows the target to make an additional Standard action each round instead of an additional Move or Swift action. Temporal Decompression now also robs the target of their Standard action each round instead of their Move or Swift action, which also prevents them from taking full-round actions.
  • At 16th level, Temporal Compression allows the target to make an additional round's worth of actions each round instead of an additional Swift, Move or Standard action. Temporal Decompression now also allows you to prevent the target from taking actions each round (Though this grants no special benefits to entities attacking the target) instead of preventing them from taking a Swift, Move or Standard action.
  • At 19th level, the Ascendant can expend the full duration of their Temporal Manipulation in a single round, granting the target benefits as if the target had cast Time Stop. However, after using this function of Temporal Manipulation, you are Exhausted for the cooldown duration rather than Fatigued.


Starcaster (Su): Beginning at 8th level, you may use either you or the open night sky for the purpose of determining if you have line of sight or line of effect when casting your spells or using your Ascendant abilities.

Sister Signs (Su): Beginning at 10th level, you can assume two Constellations at the same time, as long as they are Sister Signs - Polar opposites yet near-twins. If you change one constellation, you must change both.

Starcrossed (Su): Beginning at 15th level, you can assume any two Constellations at the same time, regardless of whether they're Sister Signs or not.

Temporal Immortality (Su): At 17th level, you are one step closer to perfection, and no longer age. Being ageless, you do not continue to gain penalties for aging (Though any penalties already gained will remain, and bonuses continue to accrue). This also makes you immune to Entropy damage, though this doesn't affect your equipment. You still die when your time is up.

Ascension (Su): At 20th level, you have become one with the cosmos. Your type changes to Outsider and you gain the Native subtype; You have damage reduction X/Magic, where X is equal to your class level plus your Charisma modifier. Additionally, you may work with your DM to create a new constellation for other Ascendants to interpret, immediately and permanently assuming that Constellation without it taking up one of your two Constellation slots.


Ex-Ascendant[edit]

If an Ascendant goes for an entire month without studying the star, he loses all abilities of the class except his Temporal Resistance, Temporal Immortality, Ascension, BAB, saves, HD, skills and proficiencies until he's spent 8 hours studying the stars every day for an entire month.





Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceVery High +
AuthorZhenra-Khal +
Base Attack Bonus ProgressionModerate +
Class AbilityAlternate Magic + and Other +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAutohypnosis +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Handle Animal +, Heal +, Intimidate +, Knowledge +, Listen +, Perform +, Profession +, Search +, Sense Motive +, Speak Language +, Spellcraft +, Spot +, Survival +, Truespeak + and Use Magic Device +
Skill Points6 +
SummaryA priest-mage who forms connections to the constellations and warps time. +
TitleAscendant - Project Atrea +
Will Save ProgressionGood +