Green Star Adept
by RJ Grady
Green Star Adept
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Written by by RJ Grady
Based on material from Complete Arcane by Wizards of the Coast
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Martial Archetype: Green Star Adept
The Green Star Adepts are a tradition of spellcasters that study the mysterious green starmetal,
using its properties to slowly transform themselves into an immortal, statue-like form. The only
known source is the comet Alhazarde, the legendary "Green Star," which leaves mysterious portents
and strange phenomena in its wake, along with meterites of the mysterious green metal. Because the
material is so precious, the Green Star Adepts are not allies so much as rivals, rarely cooperating with
each other and viewing even their own apprentices with suspicion. As a result, they are largely self-
taught, seeking out lost tomes of knowledge and studying alchemical and astrological secrets to gain
the comet's secrets. As they grow in power, an adept comes to resemble an animated statue as much
as a living person, becoming stone-like, impervious, and nigh-immortal. Although they are skilled in
the arcane arts, they are interested more in physical and mental perfection than knowledge for its
own sake.
Similar adepts might instead study alchemical copper, fragments of celestial steel or bronze from
Mechanus, or the use of metal or stone prosthetics to slowly replace the organs of their bodies.
The following martial archetype is available to fighters.
Green Star Adept
Bonus Proficiency
At 3rd level, you gain proficiency in one of the following skills: Arcana, History, Investigation. Or
you can gain proficiency with alchemist's supplies.
Spellcasting
Starting at 3rd level, you gain the ability to cast a limited selection of spells.
Cantrips. You know two cantrips of your choice from the wizard spell list. You learn an additional
wizard cantrip of your choice at 10th level.
Spell Slots. The Green Adept Spellcasting table shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a long rest. For example, if you know the
1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast
burning hands using either slot.
Spells Known of 1st Level and Higher. You know three 1st-level spells of your choice from the
wizard spell list, two of which you must choose from the evocation and transmutation spells on the
wizard spell list. The Spells Known column of the Green Adept Spellcasting table shows when you
learn more wizard spells of your choice. Each of these spells must be of a level for which you have
spell slots, and must be from the evocation or transmutation school. For instance, when you reach 3rd
level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can be from any chool of magic.
When you gain a level in this class, you can choose one of the wizard spells you know and replace
it with another spell from the wizard spell list, which also must be of a level for which you have spell
slots, which also must be a evocation or transmutation spell unless you're replacing the spell you
gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, you learn
your spells through study and memorization. You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving
throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.
Starmetal Rigor
Starting at 3nd level, your transformation has already begun. Your skin takes on a green-hued,
mineral appearance, and your AC can't be less than 16, regardless of what kind of armor you are
wearing. Your AC can't be less than 17 at 7th level, 18 at 10th level, and 19 at at 14th level.
When you make an unarmed strike, your fist deals 1d4 damage plus your Strength modifer.
Altered Metabolism
Starting at 7th level, you have advantage against diseases and being poisoned. You gain resistance
to necrotic and poison damage.
Null Metabolism
Starting at 10th level, you no longer need food, water, or sleep, and you can hold your breath
indefinitely. You still require rest as usual. Your aging slows. You only age 1 year for every 10 years
that pass and you cannot be magically aged.
Emerald Perfection
Starting at 14th level, you can no longer be poisoned, and you automatically make all saving
throws against diseases. You are immune to poison damage. You no longer age, and you can exist for
eons before entropy finally claims you.
Might of the Green Star
At 18th level, your body fully takes on the appearance of a statue. Your Strength and Constituion
increase by 4 each, and your maximum for those ability scores is now 24. Your base walking speed is
decreased by 5 feet.
Green Adept Spellcasting
Spell Slots per Spell Level
Fighter Level Cantrips Spells 1st 2nd 3rd 4th
Known Known
3rd 2 3 2 — — —
4th 2 4 3 — — —
5th 2 4 3 — — —
6th 2 4 3 — — —
7th 2 5 4 2 — —
8th 2 6 4 2 — —
9th 2 6 4 2 — —
10th 3 7 4 3 — —
11th 3 8 4 3 — —
12th 3 8 4 3 — —
13th 3 9 4 3 2 —
14th 3 10 4 3 2 —
15th 3 10 4 3 2 —
16th 3 11 4 3 3 —
17th 3 11 4 3 3 —
18th 3 11 4 3 3 —
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Appendix: Starmetal
Starmetal is exceptionally hard, much like adamantine. Equipment made of or coated with
starmetal has special properties. It is an exceptionally rare material, so starmetal equipment has the
rarity of magical items. Starmetal has a powerful connection to the Material Plane, making it useful
for other, more esoteric applications.
Starmetal Armor
Armor (medium or heavy, but not hide), uncommon
While you are wearing this green metal armor, any critical hit against you becomes a normal hit.
Starmetal Weapon
Weapon (any metal with a metal striking surface), uncommon
Starmetal is ultra hard, so any hit with a starmetal weapon against an object is automatically a
critical hit. Additionally, against an aberration, celestial, elemental, fey, or fiend, starmetal weapons
count as magical for purposes of damage resistance and immunity.
Appendix: Epic Boons
Epic boons might be the result of starmetal. Using the techniques of a Green Star Adept, 20th level
characters might create tinctures of starmetal to gain the Boon of Fortitude, Boon of Immortality,
Boon of Invincibility, Boon of Perfect Health, or Boon of Resilience.
Gaining an epic boon in this way likely involves a quest, either to obtain the startmetal or to
acquire a tome or apparatus that allows it to be processed for the desired purpose.
Appendix: Monsters and NPCs
Any spellcasting creature that casts spells from the sorcerer, warlock, or wizard spell list can be a
Green Star Adept. To turn an NPC into a Green Star Adept, apply the following changes:
Ability Scores: +2 Constitution
Saving Throws: Proficient in Constitution saving throws
Challenge: The creature's challenge rating may change, by up to +1.
Null Metabolism. The creature is immune to being poisoned and poison damage and all diseases.
It can hold its breath indefinitely and doesn't need food or water. It cannot be magically aged.
Starmetal Rigor. The creature's AC can never be less than 16, similar to barkskin.
Starmetal Fist. With its fist, the creature can make a melee weapon attack that deals 1d4 +
Strength modifier damage.
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