Base Class: Ranger
Astral Keepers use the enhanced magic and subjective gravity to achieve feats of brilliance. They draw upon gravity and mold it to control the battlefield and their enemies. Their magic is that of the Astral Plane and it gives them great prowess in combat. Astral Keepers walk a line between two planes, always vigilant for what may bleed from one into the other. They are the protectors of and from the twisting and endless void of the Astral Plane, while knowing that it is that plane which gives they their power.
Astral Keeper Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Astral Keeper Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Astral Keeper Spells
|
3rd |
Faerie Fire |
|
5th |
Blur |
|
9th |
Haste |
|
13th |
Greater Invisibility |
|
17th |
Flame Strike |
Anchor of Attraction
At 3rd level you can create an anchor point of gravitational pull for yourself. As an action, you create a gravity anchor at a point you can see, the anchor lasts minute. If you are within 30 feet of the anchor at any time on your turn, you can choose to let it pull you to it, no action required. If you are pulled you immediately move to the point of the anchor, you don't take opportunity attacks from this movement and it doesn't expend movement. On subsequent turns you can use your bonus action to move the anchor 15 feet in any direction. You can choose to center the anchor on a creature and if you choose to be pulled to it and make the attack action, you may make one additional attack as part of the same action. You can use this feature a number of times equal to you proficiency bonus and regain all expended uses after you finish a long rest.
Void Arcana
At 3rd level, you can add your wisdom modifier to constitution saving throws to maintain concentration on spells. In addition, you can use your bonus action to magically enhance you weapon for one minute, adding 1d4 force damage when you hit on an attack. If you use two weapon fighting, you can enhance both weapons as part of the same bonus action. This force damage increases to 1d6 at 11th level, and 1d8 at 17th level. You can use this a number of times equal to your proficiency bonus and regain all expended uses after you finish a long rest.
Planar Semblance
At 7th level, you can create a mask of spectral energy. You can activate the mask as an action, and it lasts for 8 hours. While the mask is active, you can add your wisdom modifier to charisma checks, you gain 20 feet of blindsight, and any creature that forces you to make a saving throw must immediately make a wisdom saving throw or become frightened of you. Once you use this feature, you can't use it again until you finish long rest.
Gravitational Pulse
As a bonus action , you create an invisible field of gravity with a radius of 15 feet centered on you that hinders your enemies, this field counts as difficult terrain and lasts for one minute. Choose pull or repel, at the start of each of your turns. If you choose pull, hostile creatures that enter the field must make a constitution saving throw against your spell save DC. On a failure, they are pull directly toward you and have disadvantage on attack rolls against you. If you choose repel, hostile creatures that enter the field must make a constitution saving throw against your spell save DC. On a failure, creatures can not enter the field and have disadvantage on attack rolls against your allies. Creatures that fail their saving throw can make the save again at the end of subsequent turns to end the disadvantage. 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.
Visage of Protection
At 15th level you learn how to use your spectral mask as a defensive asset. You have advantage on savings throws against spells or other magical affects. In addition, when you hit by an attack, you can move your spectral mask from your Planar Semblance ability between the attack and you, reducing the damage taken by a number of d10s equal to your wisdom modifier. When you use this ability, you take one hour off of the duration of your Planar Semblance ability.
Previous Versions
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