Feats:
Cosmic Origin Feat (Prerequisite: Starry or Temporal Homeworld)
You have absorbed the essence of your home’s cosmically charged nature or world soul, gaining the following benefits.
Cosmic Understanding. You have proficiency in the Arcana, History, or Religion skill.
Foretelling. You can cast Augury once without a spell slot and requiring no Material components, and you regain the ability to do so when you finish a Long Rest. You can also cast the spell using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for it (choose when you select this feat).
Skilled:
You gain proficiency in any combination of three skills or tools of your choice.
Species:
STARDUST HUMAN
Harmonic Control. As a Bonus Action, you can roll one Hit Point Die without expending it to regain a number of Hit Points equal to the number rolled plus your Proficiency Bonus. You can use this trait once, and you regain the use of it when you finish a Long Rest.
Indomitable Spirit. When you fail a saving throw, you can choose to succeed on it instead. Once you use this trait, you can’t do so again until you finish a Long Rest.
Overcome. When you roll a 1 or a 20 on a D20 Test, you gain Heroic Inspiration. If the roll has no stakes or consequences when you make it, this trait doesn’t function.
Planetary Adaptation. You gain an Origin feat of your choice that has a homeworld prerequisite.
Class/Subclass
Disciple/GhostFrame
Level 1: Balanced Guard
Your training has honed your reflexes and sense of danger. While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers.
Level 1: Combat Tradition
Your dedication to martial tradition makes you a skilled combatant with your Unarmed Strike and Disciple weapons, which are the following:
Simple Melee weapons
Martial Melee weapons that have the Light property
You gain the following benefits while you are unarmed or wielding only Disciple weapons and you aren’t wearing armor or wielding a Shield.
Bonus Unarmed Strike. You can make an Unarmed Strike as a Bonus Action.
Combat Tradition Die. You can roll 1d6 in place of the normal damage of your Unarmed Strike or Disciple weapons. This die changes as you gain Disciple levels, as shown in the Combat Tradition column of the Disciple Features table.
Dexterous Attacks. You can use your Dexterity modifier instead of your Strength modifier for the attack and damage rolls of your Unarmed Strikes and Disciple weapons. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Dexterity modifier instead of your Strength modifier to determine the save DC.
Level 2: Channeled Essence
Your cultivation of the connection between your body and soul allows you to channel spiritual energy within you. This energy is represented by Essence Points. Your Disciple level determines the number of points you have, as shown in the Essence Points column of the Disciple Features table.
You can expend these points to enhance or fuel certain Disciple features. You start knowing three such features: Ensouled Strikes, Flowing Step, and Measured Guard, each of which is detailed below.
When you expend an Essence Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Essence Points require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.
Ensouled Strikes. You can expend 1 Essence Point to make two Unarmed Strikes as a Bonus Action.
Flowing Step. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Essence Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
Measured Guard. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Essence Point to take both the Disengage and the Dodge actions as a Bonus Action.
Level 2: Soul Rejuvenation
In times of need you can tune your body, soul, and mind to rapidly refresh. When you roll Initiative, you can regain all expended Essence Points. When you do so, roll your Combat Tradition die, and regain a number of Hit Points equal to your Disciple level plus the number rolled.
Once you use this feature, you can’t use it again until you finish a Long Rest.
Level 2: Unhindered Flow
The flow of Essence within you quickens your steps. Your Speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. This bonus increases when you reach certain Disciple levels, as shown on the Disciple Features table.
Level 3: Centered Deflection
Your honed reflexes and body hardening can dampen common blows. When an attack roll hits you and its damage includes Bludgeoning, Piercing, Radiant, or Slashing damage, you can take a Reaction to reduce the attack’s total damage against you. The reduction equals 1d10 plus your Dexterity modifier and Disciple level.
If you reduce the damage to 0, you can expend 1 Essence Point to redirect some of the attack’s force. If you do so, choose a creature you can see within 5 feet of yourself if the attack was a melee attack or a creature you can see within 60 feet of yourself that isn’t behind Total Cover if the attack was a ranged attack. That creature must succeed on a Dexterity saving throw or take damage equal to two rolls of your Combat Tradition die plus your Dexterity modifier. The damage is the same type dealt by the attack.
Level 3: Infiltration and Elimination
Your augments empower you to strike from the shadows. You gain the following benefits.
Blade Master. Combat Swords are Disciple weapons for you.
Infiltration Mode. You can take the Hide action as a Bonus Action. When you expend an Essence Point to use Flowing Step, you can replace the Dash or Disengage action with the Hide action, and you can hide even while in an enemy’s line of sight.
Livewire Strike. Once per turn, when you hit with an Unarmed Strike or a Powered weapon and deal damage, you can expend 1 Essence Point to deal extra Lightning damage equal to two rolls of your Combat Tradition die.
Level 3: Machine Within Your body is upgraded with soul-powered cybernetics. You gain the following benefits.
Sensory Upgrade. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Synthetic Speech. You know SIGNAL, the language of programs and bots.
Tech Interface. You gain proficiency in your choice of the Computers or Technology skill if you don’t already have it, and you gain a bonus to Intelligence checks using either of those skills. The bonus equals your Wisdom modifier (minimum bonus of +1).
Level 4: Weightless Soul Your elevated spirit makes your body lighter than air. You can take a Reaction when you fall to reduce any damage you take from the fall by an amount equal to five times your Disciple level.