```metadata title: Starblade Patches description: '' tags: [] systems: [] renderer: V3 theme: 5ePHB ``` {{frontCover}} ::: {{imageMaskEdge,--offset:0%,--rotation:90 ![](https://cdn.midjourney.com/683eaebd-5ff2-421b-8fec-8d4e692e648f/0_0.png){height:125%,left:-40px,top:0px,transform:scaleX(-)} }} {{position:absolute,top:-5px,left:0px {{position:relative,top:40px ## Ariadne's Codex }} : # The Starblade class : ## Balance Patch 1.3 --- }} {{banner 5th Edition Compatible}} {{footnote,width:450px Wield gravity and radiance as the universe's greatest spellblade! }} \page :::::::::::::::::::::::: {{width:930px ## The Starblade Class }} {{ : The skilled warriors who survived the battle of Celestia, powerful though they were, had to band together and share resources to subsist in the dilapidated medium they were stuck in. With rampant voidborn presence in the astral sea for decades after the war, many of them were stuck for a mighty long time, and eventually had only the ruins of Celestia to call home. It was in this context that dozens of fighting styles melded with one another, adopting gravitational and celestial magic from the devastated higher planes in the process, and became the fabled martial tradition of the Starblades. From their ranks have come scores of the universe's greatest heroes. : }} \column ::::::::::::::::: ### Gravity In Your Favor When a plane is gutted, its innards spilled across the surrounding astral sea, weird things happen to gravity. The first Starblade warriors learned gravitational magic out of necessity, to avoid being trapped in the vast swathes of the silvery expanse. Those that followed, even when they found steady ground to root their lives, honed that skill and transformed it into a means of performing deadly battle acrobatics. ### Truest of Spellblades The originators of the Starblade tradition faced worse existential threats than wanton gravitational currents. Chief among them, the monstrous inhabitants of the Astral Sea, and the invading aberrations from the great beyond, both mostly impervious to the puny weapons of mortals. Those who would survive coated their blades with powerful incantations of different origins: divine, arcane... It made little matter, so long as it could kill hungering aberrations. Spellblades, as those who fuse martial prowess with magical ability are known, are elite warriors everywhere they are found. It takes great skill and resolve to master *two* entirely different disciplines, and even more to properly intertwine them in practice. Among the spellblades of the universe, Starblades are undoubtedly the mightiest, for the survival of each of their generations depended on their mastery. : {{imageMaskEdge1,--offset:26%,--rotation:-190 ![](https://imgur.com/PTz4p9J.png){height:78%,top:-150px,left:-1px,transform:scaleX(-1)} }} {{imageMaskEdge1,--offset:21%,--rotation:10 ![](https://imgur.com/srjRIaN.png){height:100%,top:280px,left:-110px} }} {{pageNumber,auto}} {{footnote The Starblade Class}} \page {{position:absolute,width:320px,top:40px {{text-align:center ## The Starblade v.1.2 : *Starblades combine the martial excellence of knights with the mystical energies that permeate the astral sea, resulting in a warrior folk augmented beyond the ken of normal fighters by gravity and nebulous radiance.* }} #### Quick Build You can make a Starblade quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom for your maneuvers and Constitution for extra hit points. Second, choose the acolyte background. ### Class Features As a starblade, you gain the following class features. You must have a Strength and Wisdom score of 13 or higher to multiclass in and out of this class. #### Hit Points - **Hit Dice:** 1d10 per starblade level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per starblade level after 1st #### Proficiencies - **Armor:** All armor - **Weapons:** Simple weapons, martial weapons - **Tools:** Smith's tools - **Saving Throws:** Strength, Wisdom - **Skills:** Choose two from Athletics, Acrobatics, Arcana, Perception and Survival }} {{position:absolute,top:55px,width:320px,right:50px #### Equipment You start with the following equipment, in addition to the equipment granted by your background: : - Two martial weapons - (a) five javelins or (b) any simple melee weapon - (a) an explorer's pack or (b) a diplomat's pack - A suit of scale mail : ### Spellblade of Force & Flame At 1st level, your familiarity with combat and astral magic meld together, turning you into a promising and capable spellblade. : ***Spellblade Dice.*** You have 3 spellblade dice, which are d6s, that you can use to fuel a variety of different abilities provided by the starblade class. A spellblade die is expended when you use it. You regain all of your expended spellblade dice when you finish a short or long rest. You gain an additional spellblade die each time you gain a level in this class. At 11th level, your spellblade dice become d8s. At 17th level, they become d10s : ***Spellblade DC & Attack Bonus.*** When one of your spellblade maneuvers calls for targets to make a saving throw, the DC equals 8 + your Wisdom modifier + your proficiency bonus. When one of your spellblade maneuvers calls for you to make a spell attack, your bonus equals your Wisdom modifier + your proficiency bonus. }} {{classTable,frame,decoration,wide,text-align:center,position:relative,top:530px ##### The Starblade : | Level | Proficiency Bonus | Spellblade Dice | Features | |:-----:|:-----------------:|:---------:|:---------------------:| | 1st | +2 | 3 | Spellblade of Force & Flame (d6), Spellblade Maneuvers (2) | | 2nd | +2 | 4 | Fighting Style | | 3rd | +2 | 5 | Astral Path, Spellblade Maneuvers (3) | | 4th | +2 | 6 | Ability Score Improvement | | 5th | +3 | 7 | Extra Attack, Spellblade Maneuvers (4) | | 6th | +3 | 8 | Grip of Gravity | | 7th | +3 | 9 | Astral Path Feature, Spellblade Maneuvers (5) | | 8th | +3 | 10 | Ability Score Improvement | | 9th | +4 | 11 | Continual Flare | | 10th | +4 | 12 | Astral Path Feature | | 11th | +4 | 13 | Spellblade of Force & Flame (d8), Greater Spellblade Maneuvers (2) | | 12th | +4 | 14 | Ability Score Improvement | | 13th | +5 | 15 | Weightless Warrior | | 14th | +5 | 16 | Greater Spellblade Maneuvers (3) | | 15th | +5 | 17| Astral Path Feature | | 16th | +5 | 18 | Ability Score Improvement | | 17th | +6 | 19 | Spellblade of Force & Flame (d10) | | 18th | +6 | 20 | Astral Path Feature | | 19th | +6 | 21 | Ability Score Improvement | | 20th | +6 | 22 | Peerless Spellblade | }} {{imageMaskEdge3,--offset:25%,--rotation:0 ![](https://cdn.midjourney.com/b455448a-0775-49a9-b7fb-606f8fc2ed06/0_0.png){height:30%,transform:scale(-1),bottom:-10px,right:-100px} }} {{pageNumber,auto}} {{footnote The Starblade Class}} \page {{position:relative,top:100px ### Spellblade Maneuvers At 1st level, you learn two Simple Spellblade Maneuvers. You can choose an additional Simple Spellblade Maneuver at 3rd, 5th, and 7th level. At 11th level, you learn two Greater Spellblade Maneuvers. You gain an additional Greater Spellblade Maneuver at 14th level. Once you use any spellblade maneuver, you cannot use the same maneuver until the start of your next turn, unless otherwise stated. You can use your spellblade dice to fuel the following abilities. Whenever you gain a level in this class, you can choose to replace a spellblade maneuver you know with another in its same category. : #### Simple Spellblade Maneuvers : - ***Solar Blade:*** When you hit a target with a weapon attack, you can expend up to three spellblade dice, dealing the result as extra fire or radiant damage (your choice) to the target. : - ***Force-Guided Weapon:*** When you make a weapon attack or unarmed strike, you can expend one spellblade die and add half its result (rounded down) to its attack and damage rolls. : - ***Gravity-Assisted Landing:*** As a reaction when you would take fall damage, you can expend any amount of Spellblade dice and reduce the damage you take by an amount equal to your starblade level + the number you roll on your expended spellblade dice. : - ***Solar Storm:*** As an action on your turn, you can expend up to three spellblade dice to spin your weapon above your head, creating a whirlwind of solar energy around you. Creatures in a 10 foot-radius-sphere centered on you must make a Dexterity saving throw, taking the result of the expended spellblade die in radiant or fire damage (your choice) on a failed save, or half as much on a successful one. : - ***Repulsion:*** As a reaction to an attack you can see that would hit you, you can expend one spellblade die and add its result to your AC for that attack, potentially causing the attack to miss. : - ***Igniting Strike:*** When you hit a creature with a weapon attack, you can expend a spellblade die to ignite the target for one minute. While ignited, the target takes one spellblade die as fire damage at the start of each turn. The target can use an action to douse the flames by rolling on the ground. }} \column {{position:relative,top:70px #### Greater Spellblade Maneuvers : - ***Gravitational Downpour:*** As an action on your turn, you expend two spellblade die to momentarily create an area of unendurable gravity in a 30 foot radius around you. Creatures of your choice within that area must succeed on a Strength saving throw or be knocked prone. : - ***Gravity-Assisted Jump:*** As a bonus action on your turn, you can use a spellblade die to jump 15 feet in a direction of your choosing, including up. You do not need to be touching the ground to perform this special jump, nor a running start. You can expend more spellblade dice to further enhance your jump, by 5 feet for every extra die you expend, up to a maximum of a 30 foot jump. : - ***Area of Deflection:*** As a bonus action on your turn, you can expend one spellblade die to create a 15-foot area centered on you where rogue gravitational currents make landing ranged attacks more difficult. Attacks aimed at targets within that area have a penalty equal to the spellblade die expended to use this maneuver. The area moves with you and lasts until the start of your next turn. : - ***Solar Flare:*** As an action on your turn, you can expend up to three spellblade dice to thrust or slash horizontally with your weapon, creating either a line or a cone of solar energy. Creatures in a 5-foot-wide, 60-foot-long line or a 30-foot cone in front of you (your choice) must make a Dexterity saving throw, taking the result of the expended spellblade die in radiant / fire damage (your choice) on a failed save, or half as much on a successful one. : - ***Gravitational Brace:*** As a reaction to a creature entering your melee reach, you can make an opportunity attack against it. If the attack hits, the creature must succeed on a Strength saving throw or fall prone and have their speed become 0 until the start of their next turn. Alternatively, you can choose to push the creature up to 15 feet in a direction of your choice. : - ***Blinding Burst:*** As a bonus action on your turn, you raise your weapon high and expend two spellblade dice, creating a burst of blinding solar light in a 30 foot radius around you. Creatures of your choice within that area must succeed on a Constitution saving throw or be blinded for one minute. A creature blinded in this way can repeat the saving \ throw at the end of each of its turns, ending \ the effect on itself on a success. }} {{imageMaskCorner36,--offsetX:30%,--offsetY:102%,--rotation:-40 ![](https://imgur.com/srjRIaN.png){height:100%,top:-1px} }} {{imageMaskCorner36,--offsetX:-20%,--offsetY:96%,--rotation:50 ![](https://imgur.com/srjRIaN.png){height:100%,top:-1px,left:-1px} }} {{watercolor5,top:550px,left:-200px,width:1300px,background-color:indigo,opacity:15%}} {{footnote The Starblade Class}} {{pageNumber,auto}} \page {{position:relative,top:-30px,left:-20px,width:330px ### Fighting Style Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. : ***Charging.*** When you move at least 15 feet in a straight line before making a melee attack in the same turn, that melee attack deals an additional 1d6 damage of its type. : ***Defense.*** While you are wearing armor, you gain a +1 bonus to AC. : ***Dueling.*** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. : ***Great Weapon Fighting.*** When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. : ***Mobile Fighting.*** When you make a melee attack against a creature, you can move 5 feet in a direction of your choice. This movement doesn't provoke opportunity attacks. : ***Two-Weapon Fighting.*** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. }} \column ::::::::::::: {{position:relative,top:60px,width:340px ### Astral Path At 3rd level, you choose an Astral Path. The path you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Grip of Gravity At 6th level, a fine weave of gravitational force bolsters your grip. You cannot be disarmed while you are conscious, and your weapon attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. : Also at 6th level, your mastery of gravitational vectors grants you proficiency in Dexterity saving throws. ### Continual Flare Starting at 9th level, astral magic permanently enwreathes your weapon. Whenever you hit a creature with a weapon attack, the creature takes extra fire or radiant damage equal to one of your spellblade dice. You do not expend any spellblade dice to deal this extra damage. ### Weightless Warrior Starting at 13th level, your command of astral magic has yielded you the secret of weightlessness. All equipment you are wearing or carrying weighs half of its normal weight for you, and you have a fly speed (hover) equal to your walking speed. Additionally, you can add your Dexterity modifier to your AC while wearing heavy armor (maximum of +2), and no longer suffer from Dexterity bonus limitations when wearing medium armor. ### Peerless Spellblade At 20th level, you can use a bonus action to momentarily enter a state of heightened consciousness and physicality for the next minute. You do not expend spellblade dice to use your Starblade features and maneuvers during that time. Once you use this ability, you cannot do so again until you finish a short or long rest. }} {{footnote The Starblade Class}} {{pageNumber,auto}} {{imageMaskCenter5,--offsetX:-27%,--offsetY:-34%,--rotation:85 ![](https://imgur.com/Z7zOD2i.png){height:100%,left:-160px,top:80px} }} {{imageMaskCenter5,--offsetX:37%,--offsetY:63%,--rotation:-30 ![](https://imgur.com/Z7zOD2i.png){height:100%,right:0} }} \page {{position:relative,top:-35px,left:-35px,width:340px ## Path of the Nebula : *The most breathtaking and dangerous of all celestial bodies is the nebula, brimming with primordial colors and energies. Such otherworldly beauty no doubt befits the birthplace of the elements.* ### Nebulous Flare When you choose this path at 3rd level, you learn that all elements are born of star dust. Whenever a Starblade feature allows you to deal fire or radiant damage, you can change the type of damage to lightning, acid, poison or cold. #### Unique Maneuvers Also at 3rd level, you learn the following special spellblade maneuvers related to your path. : ***Solar Deluge:*** As an action on your turn, you can expend up to three spellblade dice to create a downpour of astral energy from above. Choose up to 5 points within 60 feet of you. Creatures in 30-foot high vertical lines above those points must make a Dexterity saving throw, taking the result of the expended spellblade die in radiant / fire damage (your choice) on a failed save, or half as much on a successful one. : ***Nebulous Blade:*** As a bonus action on your turn, you can expend a spellblade die to replace the physical matter of a melee weapon you are wielding with pure elemental energy. For the next minute or until you stop wielding the weapon, it deals fire or radiant damage (your choice) instead of its normal damage type. ### Improved Flare Starting at 7th level, your mastery of nebulous magic improves some of your spellblade maneuvers. - ***Solar Blade, Solar Storm, Solar Flare, Solar Deluge:*** You can expend two additional spellblade dice (maximum of 5). Additionally, you add your Wisdom modifier to the damage of those maneuvers. : - ***Igniting Strike:*** You can expend two spellblade die instead of one to double the damage taken by the target at the start of each of its turns. : - ***Blinding Burst:*** Costs 1 spellblade die instead of 2. ### Elemental Resiliency Starting at 10th level, you can choose one of the following damage types when you finish a long rest: fire, radiant, lightning, acid, poison or cold. You gain resistance to that damage type until you choose a different one with this feature. At 18th level, you can choose two damage types instead of one when you finish a long rest, and they become immunities instead of resistances. ### Fast Flare Starting at 15th level, you can use the following spellblade maneuvers as an action or bonus action on your turn: Solar Storm, Solar Flare, Solar Deluge. }} {{imageMaskEdge4,--offset:3%,--rotation:270 ![](https://imgur.com/ya4W9L8.png){height:100%,right:-185px,transform:scaleX(-1)} }} {{footnote The Starblade Class}} {{pageNumber,auto}} \page {{position:relative,top:-10px ## Path of the Singularity : *Many of the forces that define the functioning of the universe are invisible to the naked eye, and it takes a special sort of soul to appreciate them. Gravity is one such example, and Starblades of the singularity are its foremost keepers.* : ### Far Strikes When you choose this path at 3rd level, you learn to manipulate your weapon at a distance using gravitational magic, throwing it forward for an attack before promptly returning it to your hand. You have an additional reach of 10 feet with all melee weapons that do not have the *reach* property. For weapons with the *reach* property, the additional reach is reduced to 5 feet. #### Unique Maneuvers Also at 3rd level, you learn the following special spellblade maneuvers related to your path. : ***Force Shield:*** You can expend 2 spellblade dice at the beginning of your turn to gain a bonus to your AC equal to half the result of the expended dice (rounding down) until the start of your next turn. : ***Gravitational Furor:*** Immediately after you take the Attack action on your turn, you can expend two spellblade dice to make an additional attack with a melee weapon you are wielding as a bonus action. : }} \column {{position:relative,top:-10px,width:330px ### Improved Force Starting at 7th level, your mastery of gravitational magic improves some of your spellblade maneuvers. - ***Gravity-Assisted Jump:*** No longer consumes your bonus action. : - ***Gravity-Assisted Landing:*** You can now expend a single spellblade die to fully mitigate any fall damage you would take. : - ***Repulsion:*** You can expend an additional spellblade die to fuel this maneuver. : - ***Area of Deflection:*** No longer consumes your bonus action. ### Singularity Strikes Starting at 10th level, whenever you deal bludgeoning, piercing or slashing damage, you can choose to deal force damage instead. Additionally, when you hit a Large or smaller creature with an attack, you can expend a spellblade die push them up to 10 feet in a direction of your choice. ### Projected Force Field Beginning at 15th level, whenever you are subjected to an effect that would allow you to make a Dexterity saving throw to halve its damage against you, you can use your reaction and expend two spellblade dice to create a gravitational current that wards you from harm. When you do so, you take no damage if you succeed, and only half damage if you fail. ### Permeating Force Starting at 18th level, you can affect a number of allies within 30 feet of you equal to half of your Wisdom modifier (rounded up) when you use your Force Shield spellblade maneuver or your Projected Force Field reaction. }} {{imageMaskEdge5,--offset:25%,--rotation:15 ![](https://cdn.midjourney.com/c0b010b5-0ee0-44a6-907d-f7f764cc8525/0_2.png){height:54%,transform:scaleX(-1),left:-200px,top:571px} }} {{imageMaskCenter4,--offsetX:-41%,--offsetY:-25%,--rotation:0 ![](https://cdn.midjourney.com/c0b010b5-0ee0-44a6-907d-f7f764cc8525/0_2.png){height:54%,transform:scaleX(-1),left:-200px,top:571px} }} {{footnote The Starblade Class}} {{pageNumber,auto}} \page {{position:relative,top:-10px,width:320px,left:-10px ## Path of the Comet : *Propeled by gravitational fields, comets blaze through the astral sea, promising swift devastation to any who would stand in their way. An uncannily precise mirror to the philosophy followed by many Starblades.* : ### Violent Impact When you choose this path at 3rd level, you learn to manipulate gravity to perform brutal takedowns against your enemies. When you shove or knock a target prone, you can choose to deal an amount of bludgeoning damage equal to your Starblade level to it. }} \column {{position:relative,top:-10px,left:35px,width:330px #### Unique Maneuvers Also at 3rd level, you learn the following special spellblade maneuvers related to your path. : ***Comet Field:*** As an action on your turn, you can expend up to three spellblade dice to create an amount of miniature comets equal to the number of spellblade dice expended, which hover around you for the next minute. Each comet grants a +1 to your AC. You can throw a comet using one attack from your Attack action, making a ranged weapon attack against a target within 60 feet. On a hit, the target takes one spellblade die in bludgeoning damage and is knocked prone if it is Large or smaller. You cannot have more than three active comets at a time. : ***Asteroid Dash:*** As a bonus action on your turn, you can expend a spellblade die to instantly move up to 30 feet in a straight line to an unoccupied space that you can see, leaving a fiery trail in your wake. Creatures in the line you travel must succeed on a Dexterity saving throw or take one spellblade die in bludgeoning damage and be knocked prone. You can expend up to three additional spellblade dice to increase the maximum distance of your Asteroid Dash, by 10 feet per spellblade die expended on top of the first. : ### Improved Impact Starting at 7th level, your mastery of orbital magic improves some of your spellblade maneuvers. - ***Gravitational Downpour:*** Creatures that fail their saving throw against this maneuver have their speed reduced to 0 in addition to being knocked prone. : - ***Force-Guided Weapon:*** You add the full result of the expended spellblade die to the attack and damage rolls of the benefitted attack. ### Meteoric Strikes Starting at 10th level, bludgeoning damage dealt by you ignores resistance and immunity to bludgeoning damage. Additionally, creatures have disadvantage on saving throws against being shoved or knocked prone by you. : ### Aftershock Starting at 15th level, when you deal bludgeoning damage to a creature, you can expend 2 spellblade die to create a delayed wave of force that staggers it. When you do so, it must succeed on a Constitution saving throw or be *incapacitated* until the end of its next turn. If it fails the saving throw by 5 or more, it is *stunned* instead. : ### Meteoric Rift At 18th level, your attunement to the meteoric bodies of the Astral Sea allows you to cast the *meteor swarm* spell innately, requiring no material components. Wisdom is your spellcasting ability for this spell. Once you use this ability, you cannot do so again until you finish a long rest. }} {{footnote The Starblade Class}} {{pageNumber,auto}} {{imageMaskCenter4,--offsetX:-42%,--offsetY:-25%,--rotation:-80 ![](https://cdn.midjourney.com/ae527e9e-4911-4871-ab7f-b1bdfac18eae/0_0.png){height:111%,left:-285px,transform:rotate(13deg),top:90px} }} {{imageMaskCenter4,--offsetX:-45%,--offsetY:-1%,--rotation:-10 ![](https://cdn.midjourney.com/ae527e9e-4911-4871-ab7f-b1bdfac18eae/0_0.png){height:111%,left:-305px,transform:rotate(13deg),top:90px} }} {{imageMaskCenter4,--offsetX:-41%,--offsetY:-55%,--rotation:-80 ![](https://cdn.midjourney.com/ae527e9e-4911-4871-ab7f-b1bdfac18eae/0_0.png){height:111%,left:-305px,transform:rotate(13deg),top:90px} }} {{imageMaskCenter4,--offsetX:-40%,--offsetY:-25%,--rotation:-80 ![](https://cdn.midjourney.com/ae527e9e-4911-4871-ab7f-b1bdfac18eae/0_0.png){height:111%,left:-305px,transform:rotate(13deg),top:90px} }} {{watercolor6,top:-500px,left:360px,width:700px,background-color:indigo,opacity:15%,transform:rotate(-10deg)}} {{watercolor6,top:500px,left:360px,width:700px,background-color:orange,opacity:20%,transform:rotate(-10deg)}} \page {{backCover}} {{position:relative,top:-20PX,text-align:center # That's all, Folks! : We would like to extend a big *THANK YOU* {{width:1px}} to all of our patrons, who make these entries possible and give us starving creatives some stability in this ever-fledging world. : These commendable Threadmaster-tier patrons have climbed through the ranks of our organization, and are the lifeblood of this project: : Lachlan Armstrong Danny Mendoza Michael Johnson Jayde Heathen Morgan Edstrom Izaiah Gundrum Ugo Renouf DoveSmooth Luke Cici BrolyTLX Rick Smathers olive darkangelfeu ChewyALEC Eli Simms Thomas Woodruff Silver Kristian Meling Dakota hinton Jason Shinn Asin Samay AnĂ­bal Pinto : ##### A special thank you to our Stringweavers! : {{width:12px}} Jeffrey Atkinson LPM Jeremiah Arias Irroth, the Grand Librarian Colt Fountain Aden Leach Anish Patel 9LK Steven Zillinski ___ : {{text-align:center ##### And to our legendary Masters of Strings, the illustrious ***Shadowkihn***, ***Richard J. Shepard III*** and ***Ky Erdmoor!*** }} :: ##### Cheers, and Happy Threadseeking! }} ![background image](https://cdn.midjourney.com/2f8682fc-9f5b-4f63-9d81-bff527255cb7/0_3.png){position:absolute,bottom:0,right:-314px,height:100%} ![background image](https://cdn.midjourney.com/b221aae0-235d-479b-a00d-https://cdn.midjourney.com/2f8682fc-9f5b-4f63-9d81-bff527255cb7/0_3.png){position:absolute,bottom:0,right:544px,height:500%}