Fighter
Base Class: Fighter

Astral touched are individuals who have been infused with astral energy, for most this occurred on a unexpected or even involuntary trip to the astral sea or other space like realm. whether it was being exposed to a astral storm, a gift from some powerful astral being, or an awakening of powers by exposer to the astral realm, these astral touched wield potent and deadly power over the natural forces of reality. Most astral touched decide to focus on one of these gifts, some choose to control gravity giving them the ability to wield great weapons with ease, some focus on space control, allowing them to bend their attacks trajectory, and some focus on the control of time, altering the flow of a battle in their favor. Despite their focus these Astral Touched often are slow to trust others so their powers are not taken advantage of.

Astral Power

3rd-Level Astral Touched Feature

You harbor a wellspring of astral energy within yourself. This energy is represented by your Astral Energy dice, which are each a d6. you have a number of these dice equal to twice your Proficiency bonus, and they fuel various astral powers you have, which are detailed below.

Some of your powers expend the Astral Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die and your dice are all expended. You regain all expended Astral Energy dice when you finish a short or long rest. In addition, as a bonus action you can regain one expended Astral Energy die, you can regain one expended Astral Energy die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Astral Energy dice increases: at 7th level (d8), 15th level (d10), and 18th level (d12).

Astral Knight Feature save DC = 8 + your proficiency bonus + your Wisdom modifier.

Chrono Strike. you learn to alter the internal flow of time in an enemy. When you hit a creature with a weapon attack, you can expend Astral Energy die, rolling it and dealing force damage to the target equal to the number rolled + your Wisdom modifier, additionally, that creatures speed is reduced by 15ft until the start of your next turn.

Reality Slide. you have learned to alter space in minor ways, allowing you to transport yourself over short distances quickly. As a bonus action on your turn you can teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after you finish a long rest, additionally, you can expend a one Astral Energy die to use this feature again.

Weightless Weapon. You learn to manipulate the gravity around your weapon decreasing its weight. You ignore the Two-Handed property of melee weapons, wielding them in one hand with ease. You cannot dual wield two weapons with the Two-Handed property with this ability.

Astral Resistance

3rd-Level Astral Touched Feature

Due to the infusion of astral energy into every fiber of your body, you have obtained a resistance to force damage.

Astral Adept

7th-Level Astral Touched Feature

through the repeated use of your astral gifts you have mastered new ways to use your astral power, detailed below.

Gravity Shift. You have learned to extend your control over gravity to your enemies. Once on each of your turns, immediately after you hit with a weapon attack, you can expend one Astral Energy die, rolling it and dealing force damage to the target equal to the number rolled + your Wisdom modifier. the creature must make a strength saving throw or be pushed to an unoccupied space within 20ft.

Thought Acceleration. your mind can see briefly into the future, allowing you to gain an edge during combat. You gain a bonus to initiative rolls equal to your proficiency bonus.

Astral Being

10th-Level Astral Touched Feature

Your astral powers give you access to powers mortals can only dream of. You gain a flying speed equal to your walking speed. You can hover in place while flying and can ascend or descend vertically without needing to move horizontally. Additionally, you no longer need to breathe and can exist indefinitely in environments devoid of air, such as the vacuum of space.

Gravity Jail

15th-Level Astral Touched Feature

Your control over gravity has reached new heights allowing you to manipulate it in a larger area, restricting the movements of those caught in the bondage. As an action on your turn, you can create a pocket of crushing gravity centered on a target you can see within 30ft of you. The target must make a strength saving throw, on a failure its movement speed is reduced to 0 and they have disadvantage on attacks, on a success their movement speed is halved and they have disadvantage on attacks. The creature can make a saving throw at the end of each of its turns to end the imprisonment on itself. You can use this feature once per long rest, unless you expend 2 Astral Energy dice to use it again. Additionally, you add your Wisdom modifier to your damage rolls until the end of your next turn when attacking that target.

Astral Master

18th-level Astral Touched Feature

You have mastered control over your astral power, and its influence over space, time, and gravity. you learn new ways of using this power to enact your will and achieve your goals, detailed below.

Event Horizon. You learn to control the most powerful form of gravity. On your turn as an action, you create a black hole with a 30ft radius centered on a space within 60ft that you can see. Each creature within the radius must make a strength saving throw, on a failed saving throw they are knocked prone and take 6d12 force damage, or half as much on a success and they are not knocked prone. The area around you is now considered difficult terrain for 1 minute as the black hole dissipates. You can use this feature once per long rest, unless you expend 3 Astral Energy dice to use it again.

Gravitic Shield. As a reaction when you or a creature within 60 feet of you is hit by an attack, you can create a shield of gravitic force to protect them. The damage from the attack is reduced by 4d12 + your Fighter level.

Temporal Pulse. You have learned to create a rupture in the timestream to destroy your enemies. As an action, you can create a pulse of temporal energy that travels in a 15ft wide, 100ft long line. Each creature of your choice within that line must make a dexterity saving throw. On a failure they take 8d12 force damage, or half as much on a success. You can use this feature once per long rest, unless you expend 4 Astral Energy dice to use it again.

Previous Versions

Name Date Modified Views Adds Version Actions
8/31/2024 9:58:59 AM
5
0
1
Coming Soon
8/31/2024 12:43:36 PM
6
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes