Base Class: Warlock
Your patron is an entity from the cosmos, perhaps a sentient
star, space dragon, or other powerful cosmic entity. Its
motives might be far above your understanding or your
cosmic patron might have benign or sinister motivations for
your world. Your patron regardless of their motivations
bestows upon you the powers of space to channel solar
energy and manipulate gravity. Credits: u/fanatic66, Art by: Banzz
Expanded Spell List
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | Feather Fall, Magnify Gravity |
| 2nd | Immovable Object, Scorching Ray |
| 3rd | Pulse Wave, Spirit Guardians |
| 4th | Fire Shield, Gravity Sinkhole |
| 5th | Dawn, Flame Strike |
Solar Flare
At 1st level, your patron grants you the ability to burn as
bright as a sun. As an action, you can cause each creature in
a 10-foot radius originating from you to make a Constitution
saving throw against your warlock spell save DC. The
creatures that fail their saving throws are all blinded until the
end of your next turn.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Comet Dash
Starting at 6th level, you can invoke cosmic powers to blaze
across the battlefield like a comet. As an action, you can move
up to 60 feet of uninterrupted movement to an unoccupied
space. Your movement does not provoke opportunity attacks.
As part of your movement, you can move normally through
spaces occupied by other creatures and any creature in your
path takes fire damage equal to your proficiency bonus.
When you stop your movement, fire explodes around you.
Any creature within 10 feet of you must make a Dexterity
saving throw against your warlock spell save DC. On a
failure, creatures take 4d6 fire damage or half as much
damage on a success.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Cosmic Defenses
When you reach 10th level, your patron grants you defenses
to withstand the brightest star or the coldest depths of space.
You gain resistance to cold, fire, and radiant damage.
Manifest Sun
At 14th level, you channel the power of the stars to unleash
cosmic destruction. As an action, you choose a point within
60 feet of you to create a miniature sun. Choose one of the
following effects to issue from this sun's point. Once you use
either effect, you can’t use this feature again until you finish a
long rest.
Blackhole: You collapse the miniature sun creating a
temporary blackhole that pulls everything to it. The
blackhole has a radius of 20 feet and lasts for 1 minute.
For the duration, the blackhole’s area is difficult terrain.
Any creature that enters the blackhole's area for the first
time on a turn or starts its turn there must make a
Strength saving throw against your warlock spell save DC.
On a failure, the creature takes 2d10 force damage and is
pulled to an unoccupied space adjacent to the center of
the blackhole. On a success, the creature takes half as
much damage and isn't pulled. A creature reduced to 0 hit
points by this damage is disintegrated. A disintegrated
creature and everything it is wearing and carrying, except
magic items, are reduced to a pile of fine gray dust.
Supernova: You explode the miniature sun to create a
supernova. All creatures within 20 feet of the sun must
make a Constitution saving throw against your warlock
spell DC. On a failure, creatures take 6d10 radiant
damage and are blinded until the end of your next turn.
On a success, they take half as much damage are aren't
blinded.
Previous Versions
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12/15/2022 4:49:36 AM
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12/15/2022 4:49:50 AM
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Coming Soon
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