The Star Ray
The Star Ray, known to some as Norward, is a strange creature. An immortal being of spirit and energy, the Star Ray is completely above the petty concerns of mortals, yet neither does it sit alongside the Gods in their celestial halls. Instead, the Star Ray wanders the skies over the world's oceans, a map of stars shining from its back. It's motives are unknown, but many sailors and aquatic cultures have come to view the Star Ray as a benevolent savior that always appears in their time of need.
Of course, the Star Ray cannot be in multiple places at once. For this reason, the Star Ray has been known to choose a few select mortals and place a fragment of its otherworldly power into the minds, such that they can serve as guides to their comrades when their patron is elsewhere.
Expanded Spell List
Your pact with the Star Ray allows you to choose from an expanded list of spells when you learn a new spell. The following spells are added to the warlock spell list for you.
Star Ray Expanded Spells
Spell Level |
Spells |
1st |
Detect Magic, Guiding Bolt |
2nd |
Augury, Moonbeam |
3rd |
Nondetection, Water Breathing |
4th |
Locate Creature, Watery Sphere |
5th |
Control Winds, Planar Binding (I'm not completely happy with Planar Binding here. Open to suggestions!) |
Glimmering Visions
At 1
st level, you gain the ability dazzle your foes with starry lights. As an action on your turn, choose a creature within 30 feet of you. That creature must make a Wisdom saving throw or be blinded. The creature can use its action to repeat this saving throw, ending the effect on a success. Once you use this feature, you can’t use it again until you finish a short or long rest.
Steered to Safety
By 6
th level, you can beseech your patron to guide your movements in combat, helping you to evade attacks. Once per short rest, you can Disengage as a free action.
Map of the Stars
When you reach 10
th level, you gain proficiency with Navigator's Tools. Furthermore, you can never become lost and always know which direction is North.
Pelagic Endurance
Also at 10
th level, you gain resistance to cold damage and can drink salt water as if it was fresh water.
Cosmic Storm
At 14
th level, your patron teaches you to channel the magic of the stars to destroy your foes. As an action on your turn, you can create three bolts of light, each of which can strike a target you can see within 100 feet. A target must make a Dexterity saving throw, taking 10d6 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.