```metadata
title: Initiate Bundle Nova Cluster
description: ''
tags: []
systems: []
renderer: V3
theme: 5ePHB
```
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# Initiate Bundle
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## The Nova Cluster
---
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{{banner 5th Edition Compatible}}
{{footnote
Handpicked from the Codex of Strings' 2023 October edition!
}}
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## Legal Mumbo-Jumbo
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- As a paying customer, you may use our expanded ruleset, our features, our spells, our monster --all our original content, in sum-- in any way you see fit, so long as it's non-commercial. If you want to use the content as a part of a commercial venture, you must give proper credit to "Ariadne's Codex of Strings" for the content you make use of. You can claim compatibility with our expanded ruleset, but not affiliation to our enterprise -- your content remains yours (and your responsibility), even if you use fragments of Ariadne's Codex.
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* The formatting of Ariadne's Codex of Strings is made using the Hombrewery software by NaturalCrit, licensed under an MIT license. As such, we express our profound thanks to them for providing this wonderful tool, and we hereby recommend it to anyone in the process of making professional-looking homebrew content for TTRPGs.
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## Contact Information
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You may email us at support@codexofstrings.com if you have any questions, collaboration proposals, or, truth be told, anything you want to tell us at all!
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For a full list on where to find us, check out our planar travel hub at www.codexofstrings.com, which will direct you anywhere you need -- socials, selling sites, etc!
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# An Introduction
Most people believe the Astral Sea to be a mere in-between, a void that separates the planes. A great sea of purple nebulous nothingness, every so often dotted by the apparition of interstellar pirates, or an unspeakable aberration from the great beyond.
For the most part, they are right. Celestial or not, a sea is barren and desolate by definition.
:
But, oh... What would be of this poor universe if the depths didn't hold secrets, If the seas didn't hide brooding Krakens, if the Astral Sea didn't have its fascinating clusters?
### A Haven in Violet
The Gyreon Cluster swirls like a miniature galaxy, chaotic at first glance, but orderly as clockwork once you start recognizing the patterns. Beauty and mystery orbiting a purple dwarf: the Eminent Star, as named by the locals, a strange sun whose light carries the primal energy of transmutation. Purple *is* the color of change, after all...
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But few of the inhabitants of Gyreon care much for mystical energies and primal forces, beyond making sure a solar storm don't kill them. No, they're here for a very different, very earthly reason.
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### The Priceless Impulse
What is it, then, that draws pirates, archeologists, and mercenaries to this lost domain in the middle of the astral sea? Well, there are two things to interest the ambitious within the Gyreon Cluster...
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First and foremost, *impulse*. The most expensive, rare and coveted arcane drug in the entire cosmos. The mauve poppy, the magical plant from which it is derived, only sprouts in the light of the Eminent Star. The search, harvest and trade of impulse, which creates new fortunes every week, is what drives most to the cluster..
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### Fragments of Antiquity
The Nova Cluster is what remains of something much greater, of a planar realm shattered by the battle between two entities of eldritch, unknowable power. Asteroids and floating isles are thus littered with ruins of altars, ancient factories, and fragments of elden artifacts, some the size of an entire city. A faction known as the Mauve Gaard acts as protector to these remains.
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Independent archeologists and visitors sanctioned by the Mauve Gaard are allowed to roam freely, though, and even offered protection, so long as they don't mingle with the impulse-dealing pirates. It's not like they have much choice: a land such as the Gyreon Cluster is not easily patrolled.
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{{footnote An Introduction}}
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#### Tale of a Remnant
*The approaching solar flare burns at your skin. The flames lick at your insides somehow, as if the heat was emanating from your own body. Strangely, it feels as if your very soul is being put to the test. A great eye watches over you from the corner of your vision, but when you look around, you never quite seem to catch it. Are you dreaming? The Eminence bathes the asteroid in a queer glow, and you see the rocks around you start to levitate.*
:
*Plants of unknown origin sprout, die, and are reborn before your eyes. A creature in the distance basks in the solar energy, a horse-like being of starlight and darkness. You feel your heart race as the magnificent beast turns to look at you, two glowing blue eyes piercing through your soul.*
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*As the creature turns to look upon you, a gleaming third eye opens on its forehead -- a brilliant orb of violet energy and deepening fractals. You gaze within that chaotic sea of Eminent Energy as the solar flare around you begins to subside. In the flicker of a flame, the astral beast is gone.*
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*The asteroid returns to its dull state, now changed by the Eminence. What once was a rocky landscape is now filled with blue, violet, and white poppies. Atop what once seemed like a mundane monolith of smooth black stone shines a mystical mauve fire, a remnant of the violet glow. It's an Eminent Wisp. You cannot believe your luck.*
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*You should hurry. Pirates could be here at a moment's notice.*
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## The Eminent Star
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The core of this celestial cluster is revered as a silent god by the inhabitants of Gyreon: not only does it hold the entire region together with its unexplainable gravity, but its light also powers almost every activity in the sector, from impulse trade to the mighty spacefaring vessels of Gaardmen and Pirates alike.
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The Eminent Star, simply called *the Eminence* by most, bursts with surges of arcane power from time to time. These solar bursts paint the horizon in blue, red and violet hues, transforming all that they touch in a chaotic wave of wondrous transmutation. Eminent Energy dominates the cluster, for a brief moment. It interacts strangely with the ancient ruins of the Mauve Gaard, activating artifacts and lighting flames in derelict altars...
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After a flare subsides, the Gyreon Cluster coils into action, as pirates, archeologists and a dozen other factions fight for the remnants of Eminent energy, essential for arcane research, impulse refinement, and as fuel for many artifacts of the cluster -- including spacecraft.
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The Eminence and its tremendous energy is what defines the tempo of the cluster's economy, wars and politics. Though its surges usually happen once every few weeks, there are times of abundance and draught, too. When the latter happens, the cluster becomes a deadly battleground, as factions fight over remnants like addicts over the last dose of their elixir.
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{{footnote An Introduction: The Eminent Star}}
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##### Freelance Scavengers & Refiners
Like river gold and sunken treasures attract fortune seekers in the material plane, fields of Mauve Poppies attract them in the Nova Cluster -- some of them even daring to dream of finding a legendary Eminent Wisp, somehow not being killed for it by a band of roving pirates or self-righteous Gaardmen, selling it to a mage or ancient dragon for twenty thousand gold coins, and never having to work another day in their lives.
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Such dreams are ridiculous, of course. But they do find meteoric ores, poppies, and old artifacts from time to time. If they are clever enough, they may get wealthy enough to establish their very own base and astral store in the cluster, making deals for protection with pirates or Gaard commanders.
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## Freelance Starminer
*Medium humanoid, lawful neutral*
___
**Armor Class** :: 16 (Astral Suit)
**Hit Points** :: 14 (3d6 + 3)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|15 (+2)|12 (+1)|13 (+1)|11 (-)|14 (+2)|13 (+1)|
___
**Skills** :: Athletics +4, Perception +4, Sleight of Hand +3
**Senses** :: Darkvision 120ft.
**Languages** :: Common, Primordial and one other language
**Challenge** :: 1 (200 XP)
___
***Ferocious Greed.*** The Freelance Starminer has advantage on attack rolls against creatures that have stolen valuables from it.
:
***Filtration Suit.*** The Freelance Starminer has advantage on rolls to resist cloud-based effects, such as those created by the *Slow* or *Stinking Cloud* spells.
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***Treasure Seeker.*** The Freelance Starminer has advantage on Intelligence (investigation) and Dexterity (sleight of hand) checks made to find or steal treasure.
### Actions
***Freelancer's Melter.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 6 (1d6 + 2) bludgeoning damage and 6 (1d10) fire damage.
### Reactions
***Trick Escape (1/day).*** As a reaction after taking damage that brings the Freelance Starminer below half its maximum hitpoints, it can immediately teleport to a place it can see within 30 feet, leaving its Astral Suit behind, making it lose its *Filtration Suit* feature, and dropping its A.C to 12.
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The Astral Suit explodes 1d4 rounds after the teleportation, casting the *fireball* spell centered on itself (spell save DC 12).
}}
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{{descriptive
##### From "Coinseeker's Planar Guide", Entry 23
Hey, we all gotta start somewhere, don't we? I remember hustling in the streets, making counterfeit magical keys... living on the streets. It's like they say, the first billion is the hardest! Still, even if you want to live the freelancer's life, perhaps a pirate-infested astral expanse is not the best choice? But I won't judge my fellow entrepreneurs, of course.
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If you are looking to make some quick coin in the Nova Cluster, remember that asteroids are teeming with unrefined metals and other goodness. Stay clear of ruins and other over-saturated markets, unless you want to be the victim of a... hostile takeover, let's say.
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That is not a metaphor for murder, no. Only the Gaard would execute you. The pirates will make you sign a magical contract, and add you to their legions of enslaved workers. A sad fate for would-be freelancers.
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**--Runo Fylsworth, Threadmaster of Finance**
}}
#### Astral Suit
*Half-Plate Armor, Uncommon (requires attunement)*
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There are many nebulous clouds making their way through the Astral Sea, and some of them are toxic like basilisk tears. This suit protects you from them, and from other environmental dangers.
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While attuned to this armor, you have advantage to resist cloud-based effects, such as those created by the *Slow* or *Stinking Cloud spells*. Additionally, fire, lightning and acid damage that you take from individual attacks is reduced by 3.
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{{footnote The Eminent Star: Freelance Starminer}}
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# Stellar Refuges
The first step taken by most visitors to the Gyreon Cluster is reaching a Stellar Refuge, asteroid forts protected by a myriad of incantations against the many dangers of the Astral Sea. These are neutral grounds, and are generally considered more trouble than they're worth by pirates. Indeed, storming even a small Stellar Refuge requires nothing short of an armada.
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Don't let that lull you into a false sense of security. All kinds of swindlers, muggers and interstellar conmen populate the refuges, and the Keep Maesters won't think twice about ejecting you if you can 't pay your stay.
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### Tough Livelihoods
Despite their allure, most Stellar Refuges are not quite what they seem at first glance, more akin to struggling villages than wealthy holdfasts. Clean water, dried meat, and of course, impulse, are the true currencies here. These carved forts, the domain of the Keep Maesters, subsist on what travelers bring as payment for their stay, for the most part.
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On lucky occasions, a flare from the Eminent Star grazes the nearby space, allowing the local garrison to harvest remnants. This is far from good enough, and most adventurers will be surprised to find only derelict couloirs carved in colorless stone, and accommodations with the soulless architecture of a prison within the refuges.
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### The Keep Maesters
The maesters are truly a strange breed, sullen pale castellans garbed in long gowns of purple silk, with a dozen insignias of meteoric ore rattling with their every step. They dislike talking almost as much as they dislike pirates, and only emerge publicly in times of unrest or emergency. That's most of them, at least.
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They are appointed by the mysterious Mauve Gaard as protectors of the refuges, sworn to prevent their fall and overtaking by the Pirate Factions. When a Keep Maester is appointed, the Gaard grants them an artifact known simply a Key of Eminence, a repository of primal energy that allows them to control the ancient mechanisms of their assigned fortresses.
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Each Keep Maester has almost total authority over how their Stellar Refuge is administrated, so long as they do not cross the threshold of dealing with pirates. Some don't accept extraplanar travelers, while others make their exotic markets their main attraction. Whatever they deem best for the continued survival of the refuge.
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##### Threadnotes: Scavenged Keeps
Only a fool would believe the glorified landlords known as Keep Maesters are the actual architects of these ravaged marvels they quaintly call *Stellar Refuges*. They do a poor enough job of maintenance, and that should be proof enough of their categorical non-involvement with their construction.
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No, these holds are the rotting skeletons of what civilization once looked like in this expanse, before it was shattered into a swirling cluster of celestial bodies. Their former glory can still be glimpsed through the sands of time. What might they have looked like, in their prime?
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If you consider yourself a daring threadseeker, why not explore the unknown parts of these keeps? Most of them are only about one-fifth reclaimed, the rest being in a state of forgotten dilapidation. Great discoveries await you in the forlorn depths of the Stellar Refuges! And, of course, grave perils. But let's be frank: you wouldn't journey to Gyreon if you weren't at least a little bit of a risk taker, eh?
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{{footnote An Introduction: Stellar Refuges}}
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### Within a Stellar Refuge
Refuges are, first and foremost, army holdfasts in the service of the Mauve Gaard, made to resist the relentless expansion of the Pirate Factions {{width:50px}} within the Gyreon Cluster. In the great game of {{width:30px}}chess that is played around the Eminent Star, {{width:50px}} they act as sturdy rooks, ensuring the defense of {{width:30px}} key orbits as their asteroids travel their predictable course.
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Of course, this makes them useless to ambush or otherwise surprise the enemy, and so they are largely avoided and ignored, creating relative havens of peace in their trajectory. After all, no pirate wants to be within the range of the flare cannons of a Maester, the one part *every* refuge keeps very well maintained.
:
As havens of travel, trade and safety, one can meet a plethora of curious characters within the walls of a Stellar Refuge, from archeologists to astral merchants, passing through dignitaries from across the cosmos.
### Armored Transport
The orbits of the many asteroids that have Stellar Refuges are precisely tracked by the Mauve Gaard, who regularly use them as transport, especially for the foot soldiers of their cause: the Silent Ones, menacing warriors clad in purple plate. Interestingly enough, their helms don't have a mouth opening, and for good reason.
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The Mauve Gaard is extremely organized, to the point of nigh madness. A foot soldier's task requires no speaking, only obeying. Thus they do not speak. If they have need of communicating, they do so with a secret sign language vaguely similar to Thieves' Cant.
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Depending on the time, a Stellar Refuge might only have a half dozen Silent Ones patrolling its sullen hallways, or be swarming with hundreds ready to do battle in a nearby contention zone.
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##### Variant: Silent One Destroyer (CR 5)
Silent Ones who perform well are routinely promoted to positions of greater authority within the Mauve Gaard, as it is a deeply meritocratic faction. However, those who exhibit exceptional brawn and martial prowess but are not considered clever enough to ascend to positions of strategic leadership... They are promoted in a different way, given greater destructive equipment and more savage training regimens.
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Silent One Destroyers have a +4 to their Strength score and a -4 to their Intelligence score, as well as 20 additional maximum hitpoints. Additionally, they can make an extra *Mauve Fist* attack with their bonus action, and can make an opportunity attack as a reaction when an enemy moves into their melee range.
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About one in every five Silent Ones end up taking the mantle of destroyers.
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## Mauve Gaard Silent One
*Medium Humanoid (any race), Lawful Neutral*
___
**Armor Class** :: 18 (plate armor)
**Hit Points** :: 85 (13d8 + 26)
**Speed** :: 30ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|16 (+3)|12 (+1)|15 (+2)|16 (+3)|13 (+1)|9 (-1)|
___
**Saving Throws** :: Str (+5), Int (+5)
**Skills** :: Athletics +5, Investigation +5
**Senses** :: passive Perception 13
**Languages** :: understands primordial but doesn't speak
**Challenge** :: 4 (700 XP)
___
***Fists of Force.*** The Silent One's melee attacks deal additional force damage equal to its intelligence modifier, as its strikes are infused with their psychic control of gravity.
:
***Gravitational Command.*** The Silent One can walk on any solid surface as if gravity pulled it in that direction. Additionally, it has advantage on rolls to resist being knocked prone.
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***Innate Spellcasting (Psionics)*** The Silent One's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no components:
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*At will:* Astral Dust, Catapult, Jump
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*1/day each:* Gravity Blast, Enlarge/Reduce
### Actions
***Multiattack.*** The Silent One makes two Mauve Fist attacks. Alternatively, they can forgo one attack to cast a spell from their psionic spell list.
:
***Mauve Fist.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit:* 6 (1d4+3) bludgeoning damage + 3 force damage.
:
}}
{{footnote Stellar Refuges}}
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##### Nonsensical Creatures
The Frinn are a perfect example of the strange creatures that dwell within the Idyllian Starfields. While many would consider small mammals incapable of surviving within the megafauna-ruled ecosystem of the Nova Cluster, the Frinn have found ways to not only survive, but thrive under the shadow of magical predators, poaching pirates, and gigantic space stingrays.
:
These small critters are extremely social animals and live in colonies of up to twenty Frinn, led by a matriarch and its direct offspring. They are non-confrontational, even though they do enjoy rough-and-tumble play. Much like rodents, they create their dwellings pretty much anywhere, ranging from stellar refuges, that provide them with a constant stream of food--not to mention safety!--to the treetops of the upside-down forests of stray asteroids.
:
Some say the Frinn have evolved to be cute. Their main defense against predators is an intricate illusion that finds its roots within the Frinn's blue starry eyes. When in danger, they freeze in place and stare profoundly at another creature's eyes, casting a surprisingly powerful hypnotic spell from their reserve of Eminent Energy. Often, this is enough for them to scurry away while the predator is dazzled.
::
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##### Threadnotes: Magical Rats
There's no other way to put it: the Frinn are basically astral rats. They often hide within cellars and come out during the Vatha, when the Gaardmen are hiding and praying, to loot supplies and steal shiny objects. Their prehensile hands are to blame for their mischievous nature. Even if they aren't quite so clever, they always find a way to get into trouble.
:
Frinn are very common, even considered a plague in some refuges. They are both abundant and adorable, which makes them a prime target for contraband outside the Cluster. To take a Frinn from its colony is a truly heinous act; they become profoundly depressed without social interaction, and often die as soon as they are shipped beyond the Nova Cluster. These critters are not made to be alone.
:
Some factions breed them in controlled environments to be used as lab rats, because of their powerful teleporting abilities. Training Frinn is a fruitless endeavor, though, as they cannot for their lives maintain a course of action for more than a minute straight. Like cats, they are profoundly curious creatures, and often get distracted by the smallest of stimuli.
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Also like cats, they often find themselves in comical situations of their own making.
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## Wild Frinn
*Tiny beast, unaligned*
___
**Armor Class** :: 13 (natural armor)
**Hit Points** :: 5 (2d4)
**Speed** :: 30 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|8 (-1)|14 (+2)|11 (-)|5 (-3)|11 (-)|14 (+2)|
___
**Skills** :: Stealth +4
**Senses** :: truesight 15 ft., darkvision 120 ft.
**Languages** :: None
**Challenge** :: 1/4 (50 XP)
___
***Eminent Eyes.*** The Frinn have very powerful eyesight and can see through magical darkness as well as any illusion. Their starry gaze glows in the darkness like arcane lights, which makes them hard to miss, even though they are naturally stealthy creatures. Their eyes shed dim light in a 10-foot radius
:
***Shifter.*** The Frinn's movement does not provoke opportunity attacks and can move through solid objects on its turn at half its normal speed. The Frinn cannot end its movement in an occupied space; if it does, it just pulls itself to the nearest unoccupied space within 10 feet. If no space is available, the Frinn is destroyed.
:
***Cute.*** The Frinn is supernaturally cute. Any creature who targets the Frinn with an attack or a harmful spell must first make a DC 12 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This feature doesn’t protect the Frinn from area effects, such as the explosion of a fireball.
### Actions
***Chomp.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 1 piercing damage.
:
***Poof (recharge 4-6).*** The Frinn teleports to an unoccupied space it can see within 30 feet and becomes invisible until the start of its next turn. It leaves a small cloud of starlight in its place.
}}
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{{footnote Threadmaster's Bestiary: Snowy Elemental}}
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##### Taken by the Light
{{width:10px}} "*Nothing to say. I cannot do it.*
*Nothing to do. I cannot say it.*
*A dream? Perhaps. I believe it.*
*I march towards the Eminence.*
*I have no Regrets. I have nothing.*
*I am made of light. I am made of stars.*
*Memories. I remember. Painful things.*
*I wish nothing more. Nothing less. One.*
*One with the light. One with the Eminence.*
*I march. towards the Eminence.*
*I have no thoughts. I have no words.*
*Nothing to say. I cannot do it.*"
:
}}
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## Dreamare
*Large Aberration, True Neutral*
___
**Armor Class** :: 20 (natural armor)
**Hit Points** :: 113 (15d10 + 30)
**Speed** :: 45 ft., fly 45 ft.
___
| STR | DEX | CON | INT | WIS | CHA |
|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
|12 (+1)|20 (+5)|14 (+2)|16 (+3)|13 (+1)|18 (+4)|
___
**Saving Throws** :: Wis +5, Cha +7
**Damage Immunities** :: force, poison; bludgeoning, piercing and slashing from nonmagical attacks.
**Senses** :: darkvision 120 ft.
**Languages** :: Gyreon, telepathy 120 ft.
**Challenge** :: 9 (5000 XP)
___
***Magic Resistance.*** The Dreamare has advantage on saving throws against spells and other magical effects.
:
***Speech of Order.*** Gyreon is a primordial language of power that all beings inherently understand. A creature that speaks this language can communicate with any creature, even if said creature speaks no languages.
:
***Dreamscape.*** The Dreamare exists in the dreamscape, a plane accessible only to sleeping creatures. From another plane, the Dreamare's presence is nothing but a barely visible wandering light, that can be spotted with a DC 18 Wisdom (perception) check if it's within 60 feet.
:
The Dreamare can choose to give itself a material presence at the start of its turn. It can then affect and be affected by the material plane. At the end of its turn, it reenters the Dreamscape (or ethereal plane). During a Solar Flare, the light of the Eminence reveals the Dreamare to all, merging the ethereal with the material plane. As such, an *Eminent Wisp*'s flames work much the same. While within 30 feet of an Eminent Wisp, the Dreamare is forced to take material form.
:
***Innate Spellcasting.*** The Dreamare's spellcasting ability is Charisma (spell save DC 16). It can cast the following spells innately, requiring no material components.
:
*At will:* Silent Image, Charm Person, Dream
:
*1/day each:* Dominate Person, Starfire, Dimension Door
### Actions
***Multiattack.*** The Dreamare makes one attack with its Hooves and one Mind Blast attack. Alternatively, it can forgo the Mind Blast attack to use its *Eminent Burst* action, if available.
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***Hooves.*** *Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit* 23 (4d8 + 5) force damage.
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***Mind Blast.*** *Ranged Spell Attack:* +8 to hit, range 120 ft., one target. *Hit* 18 (5d6) psychic damage. A creature hit by this attack must succeed on a DC 16 Intelligence saving throw or be stunned until the end of its next turn.
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***Eminent Burst (3/day).*** The Dreamare lets out a powerful force explosion from its Core Gem. Each creature within 30 feet of it must make a Constitution saving throw, taking 22 (5d10) force damage and being pushed 30 feet away from the Dreamare on a failed save. On a successful save, they take half as much damage and aren’t pushed.
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***Sequester.*** *Melee Spell Attack:* +8 to hit, range 5 ft., one target. *Hit* 14 (2d8 + 5) force damage. A creature hit by this attack must succeed on a DC 16 Charisma saving throw or be pulled into the dreamscape. They fall asleep on the spot, their bodies falling prone, and inhabit the same plane as the Dreamare. A creature can repeat the saving throw at the end of each of its turns. On a success, it wakes up. This attack transports the Dreamare into the ethereal plane with its target.
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{{footnote Eminent Life}}
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## The Nova Spellbook
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There's no power in the universe mortals haven't observed, researched, and exploited. The latent energy of the Eminent Star is no exception, having yielded a good crop of uniquely useful arcanisms.
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Stellar Refuges are a great place to find a tutor in this subtype of arcana, or to purchase some crumbling scrolls from a passing merchant.
#### Astrologist's Reading
*1st-level divination*
**Casting Time:** :: 30 seconds
**Range:** :: 10 ft.
**Components:** :: S
**Duration:** :: instantaneous
You consult the ever-watching stars and celestial bodies for information about a creature's character. Make a spellcasting ability check with a DC of 8 + the target's level or CR. On a success, you learn the target's current alignment, and may also glimpse at its most immediate motivation. Unless they see you and are familiar with the spell, they are not aware of your reading.
#### Starfire
*3rd-level evocation*
**Casting Time:** :: 1 action
**Range:** :: 60 feet
**Components:** :: V, S, M (a purple glass shard)
**Duration:** :: Concentration, up to 1 minute
You call down mauve flames upon a creature within range, who must succeed on a Charisma saving throw or be affected by this spell. This magical fire consumes arcane energy instead of physical matter. When a creature first fails this save and at the end of each of their subsequent turns, they must choose what the fire consumes: a spell slot (of the target's choice), a charge from a magic item they are attuned to, or some other arcane resource equivalent in power to at least a 1st level spell slot---for example, 2 sorcery points.
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If the target has no arcane resources available to it, this spell has no effect.
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#### Cosmic Singularity
*7th-level conjuration*
**Casting Time:** :: 1 action
**Range:** :: self (30 ft. line)
**Components:** :: M, V (a small doll, a crushed button worth at least 1cp)
**Duration:** :: 6 seconds
You conjure a dark, cannonball-sized orb of unendurable gravitational power in front of you, which travels 30 feet in a straight line. Creatures that come within 10 feet of the orb for the first time must succeed on a Strength saving throw or take 6d6 force damage
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and be absorbed by the orb. This space is a {{width:40px}} small demiplane from which absorbed creatures {{width:40px}} can see their surroundings as if they were standing {{width:20px}} in the orb's place. Creatures absorbed by the orb cannot be affected by effects outside of the demiplane, and can't communicate with creatures outside of it, unless by magical means (such as a *sending* spell).
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To exit, absorbed creatures can teleport away or use an action to try to pierce through the opaque boundaries, rolling a Strength (athletics) check against your spell save DC, exiting at a place within 5 feet of the orb on a success. At the start of your next turn, the orb collapses in a flash of dark energy, dealing 6d6 force damage to all creatures within it, and instantly transporting them to a random location within the Astral Sea.
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{{footnote The Nova Spellbook}}
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{{backCover}}
# That's all, Folks!
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We hope you enjoyed this little sourcebook. The Nova Cluster is our fifth entry into this burgeoning universe we call the Codex of Strings. If you want to see more of us, we have a lot more content in our site: www.codexofstrings.com
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Reach us at support@codexofstrings.com
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