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Taida Hoshi

1 Level (0/300 XP for level-up) Travelling Star Gazer Background Slother Race / Species / Heritage Lawful, Good Alignment
Celestial Warden
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
14
+2
DEX
13
+1
CON
13
+1
INT
11
+0
WIS
17
+3
CHA
14
+2
9
Hit Points
+1
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
Walking 25ft, Climbing 25ft
Speed (walk/run/fly)
15
Passive Perception
2 / 2
Constellation Points
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+1 Dexterity
+1 Constitution
+0 Intelligence
+5 Wisdom
+4 Charisma
saving throws
+1 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+2 Deception CHA
+0 History INT
+3 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+5 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff - One Hand +4 STR 1d6+2 Bludgeoning
 Versatile
Quarterstaff - Two Hand +4 STR 1d8+2 Bludgeoning
 Versatile
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor Proficiencies: Light Armor
Weapon Proficiencies: Simple weapons
Tools: Telescope
Saving Throws: Wisdom, Charisma
Skills: Arcana, Perception
Languages: You can speak, read, and write Common, Celestial and Sylvan.
Resistances: Poison

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Quarterstaff

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Simple 1d6 / 1d8 Bludgeoning Versatile

Cost: 2 sp Weight: 4 lb


 

Leather

Armor Common

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex modifier

Weight: 10 lb


 

The statblocks of your class features

Celestial Warden

The Celestial Warden is a mystical warrior who draws upon the power of stars and constellations. Unlike traditional spellcasters, they channel celestial magic through Constellation Points, using the light of the stars to enhance their combat abilities, protect allies, and foresee the future. They are protectors of the cosmic balance, wielding radiant energy to vanquish darkness.
hit dice: 1d8
hit points at 1st level: 1d8 + your Constitution modifier
hit points at higher levels: 1d8 + your Constitution modifier per level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple weapons
tools: Astrology Tools
saving throws: Wisdom, Charisma
skills: Choose two from Arcana, History, Insight, Nature, and Perception
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger

  • (a) an explorer's pack or (b) a scholar's pack

  • A set of star charts and a telescope
spellcasting:
class features:

Constellation Magic

At 1st level, you gain access to Constellation Points, which you use to activate your constellation abilities. The number of points you have is shown in the Constellation Points column of the Celestial Warden table. You regain all spent Constellation Points when you finish a long rest.  

Star Strike

At 1st level, you can channel the power of a constellation into your weapon strikes. When you hit a creature with a melee weapon attack, you can expend one Constellation Point to deal an extra 1d8 radiant damage. This damage increases as you gain levels in this class, as shown in the table below.  

1st Level - 1d8

5th Level - 2d8

11th Level - 3d8

17th Level - 4d8

 

Cosmic Awareness

At 2nd level, you gain proficiency in the Insight and Perception skills if you don’t already have them. Your understanding of the cosmos gives you advantage on Wisdom (Insight) and Wisdom (Perception) checks to discern illusions or invisible creatures.  

Celestial Form

Starting at 3rd level, you can use your action to transform into a radiant form of starlight for 1 minute. While in this form, you shed bright light in a 30-foot radius and dim light for an additional 30 feet. You also gain resistance to radiant damage and can use your Star Strike without expending Constellation Points. Once you use this feature, you can't use it again until you finish a long rest.  

Celestial Path

At 3rd level, choose a path that defines your connection to the stars: the Path of the Cosmic Guardian or the Path of the Star Seer. Your choice grants you features at 3rd level and again at 7th, 11th, and 17th levels.  

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.  

Astral Shield

Starting at 5th level, you can use a reaction to expend a Constellation Point and grant yourself or an ally within 30 feet a shield of starlight. The shield grants temporary hit points equal to 1d8 + your Charisma modifier and lasts until the end of your next turn.  

Starry Empowerment

At 6th level, your connection to the stars strengthens. When you roll a 1 or 2 on a damage die for an attack enhanced by your Star Strike, you can reroll the die and must use the new roll.  

Guiding Light

At 7th level, you can use your connection to the stars to guide your allies. As a bonus action, you can expend a Constellation Point to grant an ally within 30 feet advantage on their next attack roll or saving throw.  

Ability Score Improvement

When you reach 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.  

Constellation Mastery

At 9th level, choose one of the following constellations to master: The Bear, The Dragon, or The Phoenix. You gain a specific ability depending on the constellation you choose. At 14th level, you can choose a second constellation to master.  
  • The Bear: Gain a +2 bonus to your AC for 1 minute.
  • The Dragon: You can breathe a cone of starfire. Each creature in a 15-foot cone must make a Dexterity saving throw, taking 6d6 radiant damage on a failed save, or half as much damage on a successful one.
  • The Phoenix: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and regain hit points equal to 3d8 + your Charisma modifier.
 

Celestial Mastery

Starting at 10th level, when you use your Celestial Form, you can choose to gain wings of starlight, granting you a flying speed of 30 feet.  

Starfall

At 11th level, you can call down a star to strike your enemies. As an action, choose a point you can see within 60 feet. Each creature within a 10-foot radius of that point must make a Dexterity saving throw. A creature takes 6d8 radiant damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can’t use it again until you finish a long rest.  

Ability Score Improvement

When you reach 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.  

Cosmic Influence

At 13th level, your presence exerts a calming influence. You and friendly creatures within 10 feet of you can’t be frightened while you are conscious.  

Starry Empowerment Improvement

Starting at 15th level, when you use your Star Strike, you can add your Charisma modifier to the extra radiant damage.  

Ability Score Improvement

When you reach 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.  

Celestial Form Improvement

At 17th level, while in your Celestial Form, you gain resistance to all damage except force and psychic damage.  

Cosmic Awareness Improvement

Starting at 18th level, you gain truesight out to 30 feet.  

Ability Score Improvement

When you reach 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.  

Stellar Ascendance

At 20th level, you become a master of the stars. You regain half of your expended Constellation Points when you finish a short rest. Additionally, when you use your Celestial Form, you can choose to gain all benefits from the constellations you have mastered.
subclass options:

Path of the Cosmic Guardian

Celestial Guardian's Presence

At 3rd level, you gain proficiency in heavy armor and martial weapons. You can use a bonus action to expend a Constellation Point to bolster your defenses, granting you temporary hit points equal to your Celestial Warden level + your Charisma modifier.  

Guardian's Shield

At 7th level, when an ally within 30 feet is attacked, you can use your reaction to expend a Constellation Point and create a protective shield. The attack roll against your ally is made with disadvantage.  

Astral Might

At 11th level, your physical prowess is enhanced by the stars. Your Strength and Dexterity scores increase by 2, and your maximum for those scores is now 22.  

Stellar Aegis

At 17th level, you can use your Celestial Form to become a beacon of protection. Allies within 30 feet of you gain a +2 bonus to their AC and saving throws while you are in your Celestial Form.  

Path of the Star Seer

Seer's Insight

At 3rd level, your connection to the stars grants you profound insight. You gain proficiency in the Arcana and Religion skills, and you can use your Wisdom modifier instead of Intelligence for checks with these skills.  

Celestial Vision

At 7th level, you can expend a Constellation Point to gain the ability to see into the ethereal plane and the future. For 1 minute, you have advantage on Wisdom (Perception) checks and gain the effects of the see invisibility spell.  

Prophetic Guidance

At 11th level, you can use your action to expend 3 Constellation Points and grant an ally a glimpse of the future. The chosen ally gains advantage on all attack rolls, ability checks, and saving throws for 1 minute.  

Astral Forewarning

At 17th level, you can use your Celestial Form to become a beacon of foresight. Allies within 30 feet of you gain advantage on all saving throws while you are in your Celestial Form.
LevelFeaturesConstellation Points
1Constellation Magic, Star Strike2
2Cosmic Awareness3
3Celestial Form, Celestial Path (Cosmic Guardian or Star Seer)4
4Ability Score Improvement5
5Astral Shield6
6Starry Empowerment7
7Guiding Light8
8Ability Score Improvement9
9Constellation Mastery10
10Celestial Mastery11
11Starfall12
12Ability Score Improvement13
13Cosmic Influence14
14Constellation Mastery (2 constellations)15
15Starry Empowerment Improvement16
16Ability Score Improvement17
17Celestial Form Improvement18
18Cosmic Awareness Improvement19
19Ability Score Improvement20
20Stellar Ascendance21

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Slother

Slothers are a unique race of humanoid beings inspired by the characteristics of sloths. They are known for their peaceful nature, resilience, and deep connection to the natural world. Slothers make their homes in dense jungles and high mountains, where they live in harmony with their surroundings.
ability score increase: Wisdom +2, Constitution +1
age: Slothers mature at the same rate as humans but live slightly longer, often reaching 120 years.
alignment: Slothers tend toward neutral alignments, living in harmony with nature and often avoiding conflict. They value peace and tranquility but can be fiercely protective when necessary.
Size: Medium
speed: Your base walking speed is 25 feet. You have a climbing speed of 25 feet.
Languages: You can speak, read, and write Common and Sylvan.
race features:

Natural Climber:

You have a climbing speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.  

Sloth's Resilience:

You have advantage on saving throws against being poisoned and resistance to poison damage.  

Slow Metabolism:

You require only half the amount of food and water compared to other humanoids, and you can go twice as long without eating or drinking before suffering exhaustion.  

Tree Dweller:

You can take the Hide action even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.  

Subraces

Slothers have two main subraces: Jungle Slother and Mountain Slother. Choose one of these subraces.  

Jungle Slother

Jungle Slothers are adept at moving through dense forest canopies and have a keen sense of the flora and fauna around them.  

Ability Score Increase:

Your Dexterity score increases by 1.  

Forest Stealth:

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.  

Herbalist:

You have proficiency with the Herbalism Kit.  

Mountain Slother

Mountain Slothers are sturdier, adapted to the harsher conditions of mountainous regions.  

Ability Score Increase:

Your Strength score increases by 1.  

Mountain Endurance:

You have advantage on saving throws against extreme cold and resistance to cold damage.  

Stonecunning:

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Slothers are slightly shorter and stockier than humans, standing around 4 to 5 feet tall and weighing between 120 and 180 pounds. They have a robust build, with strong limbs that end in curved claws, ideal for climbing. Their fur-covered bodies come in various shades of brown, green, and gray, providing natural camouflage in their arboreal habitats. Their faces are gentle, with large, expressive eyes that reflect their calm demeanor.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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Morgatron247.

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