Warlock
Base Class: Warlock

Astar Noir, a cult, an ideology that has recently started spreading around Emithyr claiming to hold the key to immortality. One who pledges themself to this community, holds the power to put out the orders of the Astar Noir, consuming the innocence of minds that see otherwise. This pact's power doesn't come from a fiend or a devil, instead it comes from the Egragore narrative of the ideology. Strong enough to reach out and command the beyond for infinite power.

Presence of Astar

Starting at 1st level, when you deal damage to a creature you can see when you're in your Bolstered Form, you can expend a hit die to heal that much back. 

Bolstered Form

Starting at 6th level, your patron's powers have a grave effect on your mind, body and magic. 

As a bonus action you can choose to transform into your Bolstered Form. You gain the following benefits while transformed:

  • You gain temporary hit points equal to 1d10 + your warlock level.
  • Your attacks are extended to 10 feet, along with your movement speed.
  • Once on each of your turns, when hit a creature with a critical hit you can choose to have that creature make a Constitution saving throw, and if the throw fails the target is either deafened or blinded until the next of your next turn. 
  • You are immune to the frightened condition

You can transform a number of times equal to you proficiency bonus, and regain all expended uses when you finish a long rest.

 

Curse of the Dark

Beginning at 10th level, The Astar Noir floods your veins with the power from the Beyond. 

When you cast a spell from your Warlock spell list, you can choose to gain a point of exhaustion to cast it twice within the same action or cast it in the same initiative order until the beginning of your next turn.

In addition, when you use this ability, you gain temporary hit points equal to your Warlock level. 

You can use this feature equal to your Charisma Modifier per long rest.

Power of The Greater Will

Starting at 14th level, your connection to the Greater Will becomes almost complete.

When you bring a creature to 0 hit points, you can roll a hit die and add your Constitution and heal that much back. Once you bring a creature below 0 hit points, you also regain pact slots equal to you profiency modifier.

In addition, you can choose to teleport to where that slain creature was once standing.

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