Fighter
Base Class: Fighter

The Might of the Astral Order

Astral Knights are a rare breed of fighters who have mastered the ancient art of portal manipulation, using it to augment their martial capabilities. Trained by the Astral Order themselves, these knights stand as guardians between the known world and the mysterious realms beyond.

Playing an Astral Knight:

As an Astral Knight, you are not just a warrior but also a guardian of the delicate balance between realms. Your unique abilities allow for creative combat strategies and battlefield control. Consider the weight of your responsibility and the nature of your training. Are you a disciplined sentinel trained by a secret order, or a rogue adventurer who discovered these powers and seeks to master them? Your journey as an Astral Knight is one of power, responsibility, and the constant exploration of the unknown edges of reality.

Arcanterra History:

Astral Knights are the pride of the Astral Order. Originally hailing from Valtar, the number of Arcanians filling the ranks of Astral Knights has been increasing. Still, it is rare to see a full-fledged Astral Knight in Arcanterra.

Portal Initiate

At level 3, you gain the ability to create minor portals to aid in combat. As a bonus action, you can create a small portal within 30 feet that lasts until the end of your turn. You can use this portal to extend the reach of your melee attacks, allowing you to strike from a distance. The portal is one-way and only affects your attacks. You can use this feature a number of times equal to {{proficiency#unsigned}} (your proficiency bonus), regaining all expended uses after a long rest.

Planar Awareness

At level 7, your attunement to other planes sharpens your senses. You gain advantage on saving throws against spells and effects that would teleport you against your will or alter the space around you. Additionally, you can sense the presence of portals and planar rifts within 60 feet of you.

Portal Mastery

At level 10, you gain the ability to summon portals large enough to allow movement through them. You gain the following features:

Portal Tether

You gained the ability to create portals large enough to fit multiple people. After casting this spell for 1 minute, you create one portal in front of you and another portal no more than 2 miles away, which last for 5 minutes, after which they close. The location of your second portal must be either clearly visible to you or you must have visited the location previously. You can use this spell once per long rest.

Portal Step

You learn to use your portals for swift movement. As a bonus action, you can move into one of your portals and reappear from another portal within 30 feet, after which the portals close. This movement provoke opportunity attacks.

Dimensional Sentinel

At level 15, you can now use your portals defensively. When you or a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to redirect the attack at yourself.

Master of Thresholds

At level 18, you have achieved mastery over your portal abilities. You can now create two portals at once, allowing for more complex strategies in combat.

Additionally, once per long rest, you can perform a Grand Portal Strike, creating a massive portal that amplifies your next attack, dealing an additional 2d10 force damage and teleporting them 30 ft. (DC 16 Wisdom saving throw negates teleportation).

Astral Knight Image

Comments

Posts Quoted:
Reply
Clear All Quotes