Base Class: Warlock
The stars closest to the material plane of existence have grown accustomed to loaning power to lesser beings in exchange for the knowledge of the world and spreading the natural heat and life the star would usually provide.
Expanded Spell List
An eldritch star lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Eldritch Star Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Searing Light
Starting at 1st level, your warlock spells that use radiant light become more intense. Whenever you deal radiant damage with a warlock spell, if the target is a flammable object or creature, it ignites. The target then takes damage equal to your warlock level at the start of its next turn. This damage is only applied once, and does not require the target to douse itself.
Bonus Cantrips
At 1st level you learn the dancing lights cantrip. It counts as a warlock cantrip for you, but doesn’t count against your number of cantrips known.
Constellation
Starting at 6th level, motes of sunlight begin to appear around you, replenishing at dawn each day. The number of motes that appear daily are equal to half your warlock level, rounded down. Using the motes, you can create 3 different effects. If you have 1 or more motes, they shed bright light in a 5 foot radius and dim light for an additional 5 feet. If you have 4 or more motes, the shed bright light in a 10 foot radius and dim light for an additional 10 feet. If you have 8 or more motes, they shed bright light in a 15 foot radius and dim light for an additional 15 feet.
If the effect requires a saving throw, the save DC equals your warlock spell save DC.
Puncturing Light
As an action, you can expend one of your motes of light and cause it to streak towards a creature or object within 60 feet of you, making a ranged spell attack against the target. On a hit the target takes 2d12 radiant damage. The mote of light is expended upon use.
This feature’s damage increases by 1d12 when you reach 11th level (3d12), and 17th level (4d12).
Barrage of Light
As an action, you can burst a mote of light and create a 15 foot cone of light originating from the mote. Each creature or object within the cone must make a Constitution saving throw or take 2d8 radiant damage on a failed save, or half as much damage on a success. The mote of light is expended upon use.
This feature’s damage increases by 1d8 when you reach 11th level (3d8), and 17th level (4d8).
Blinding Light
As an action, you can grab one of your motes of light and throw it up to 30 feet, causing it to flash brightly in a 5 foot radius. Creatures within the radius must make a Dexterity saving throw in an attempt to avert its gaze, otherwise it becomes blinded. A creature blinded by this feature can make a Constitution saving throw at the end of each of its turns, on a success, it is no longer blinded. The mote of light is expended upon use.
Light’s Resilience
Starting at 10th level, you can use your reaction to add a d8 to any ability check, attack roll, or saving throw as long as you are in direct sunlight or entirely surrounded by light from a magical source. You can do so after seeing the initial roll but before any of the roll’s effects occur.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all spent uses when you finish a long rest.
Solar Flare
Starting at 14th level, you gain the ability to cause all magical light and sunlight within 200 feet of yourself to sear your enemies. As an action you cause all creatures designated in bright light to take 10d6 radiant damage and all creatures designated in dim light to take 5d6 radiant damage.
Once you use this feature, you can’t use it again until you finish a long rest.
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