Base Class: Warlock
Star Seekers form pacts with powers dwelling beyond the known constellations. These entities communicate through celestial omens, shifting stars, dreams, and glimpses of futures that have yet to occur.
Warlock Subclass: Star Seeker Star Seekers form pacts with powers dwelling beyond the known constellations. These entities communicate through celestial omens, shifting stars, dreams, and glimpses of futures that have yet to occur. Level 3: Star Seeker Spells You always have the listed spells prepared when you reach the specified Warlock level. They count as Warlock spells for you and don’t count against the number of spells you can prepare. Warlock Level Spells 3 Faerie Fire, Guiding Bolt, Misty Step, Moonbeam 5 Clairvoyance, Plant Growth 7 Arcane Eye, Divination 9 Commune with Nature, Teleportation Circle Level 3: Star-Taught Seeker You learn the Druidcraft cantrip. It counts as a Warlock spell for you, uses Charisma as its spellcasting ability, and doesn’t count against the number of Warlock cantrips you know. Whenever you make an Intelligence (Arcana) or Intelligence (Nature) check, you can use your Charisma modifier instead of your Intelligence modifier. While you can see the open sky, you always know which direction is north and can’t become lost because of nonmagical weather, natural terrain, darkness, or poor visibility. Level 3: Astral Reservoir You have a maximum number of Astral Charges equal to twice your Proficiency Bonus. These charges are shared between your Star Seeker features and the Twelvefold Astral Armament, replacing the Armament’s normal Astral Charge pool. You regain all expended Astral Charges when you finish a Long Rest. Level 3: Astral Guidance The Stars Beyond reveal brief fragments of the immediate future. Celestial Foresight While you aren’t Incapacitated and aren’t wearing Medium or Heavy armor, you gain a +1 bonus to your Armor Class. Astral Guidance Die Your Astral Guidance Die is a d6. It isn’t a separate resource; using it requires you to expend an Astral Charge. Guide the Path When you or another creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your Reaction and expend 1 Astral Charge. Roll your Astral Guidance Die and add the result to the triggering roll. You can use this feature after the d20 is rolled but before the roll’s effects are resolved. You can also use Guide the Path on the Wisdom saving throw made for the Twelvefold Astral Armament’s Zodiac Manifestation. Only one Astral Guidance Die can be added to a roll. Foresee the Strike When a creature you can see makes an attack roll against you, you can use your Reaction and expend 1 Astral Charge. Roll your Astral Guidance Die and add the result to your AC against that attack. You can use this feature after the attack roll is made but before the attack’s effects are resolved. If the attack misses because of this bonus, you can immediately move up to 5 feet without provoking an Opportunity Attack from the attacking creature. Level 6: Path Between Stars As a Bonus Action, you can expend 1 Astral Charge to teleport up to 30 feet to an unoccupied space you can see. You can bring one willing creature within 5 feet of yourself. That creature appears in an unoccupied space of your choice within 5 feet of your destination. Stellar Pursuit The first time you hit a creature with your pact weapon before the end of the turn in which you used Path Between Stars, the attack deals an additional 2d6 Radiant or Force damage, your choice. The creature can’t make Opportunity Attacks against you until the start of your next turn. The additional damage increases to 3d6 at Warlock level 14. Level 10: Eyes of the Seeker You gain the following benefits. Greater Foresight The AC bonus from Celestial Foresight increases from +1 to +3. Improved Astral Guidance Your Astral Guidance Die becomes a d8. Foreseen Beginning You have Advantage on Initiative rolls. Celestial Sight You gain Truesight with a range of 10 feet. Astral Recovery When you roll Initiative and have no Astral Charges remaining, you regain 1 Astral Charge. Foreseen Weakness Once during each of your turns when you hit a creature with your pact weapon, you can deal an additional 1d8 Radiant or Force damage to it. This damage doesn’t require an action or an Astral Charge. Level 14: Astral Ascendance Your maximum number of Astral Charges becomes three times your Proficiency Bonus. Your Astral Guidance Die becomes a d10. Mastery of the Armament Whenever Zodiac Manifestation activates, roll two d12s and choose which result determines the Twelvefold Astral Armament’s form. You no longer make the situational Wisdom saving throw to gain the second result. Star-Seeker Ascendance As a Bonus Action while wielding your pact weapon, you allow the Stars Beyond to use your body as a vessel for 10 minute. When you transform: You gain Temporary Hit Points equal to twice your Warlock level. Choose one zodiac form of the Twelvefold Astral Armament. The Armament immediately transforms into that form. The transformation ends early if you become Incapacitated or dismiss it without using an action. Once you use Star-Seeker Ascendance, you can’t use it again until you finish a Long Rest. While transformed, you gain the following benefits. Vessel of the Far Stars Whenever you hit with your pact weapon, the attack deals an additional 1d8 Radiant or Force damage, your choice. This damage applies to every successful pact-weapon attack and doesn’t require an Astral Charge. Complete Zodiac Command At the start of each of your turns, you can transform the Twelvefold Astral Armament into any of its zodiac forms without using an action or expending an Astral Charge. You can manifest only one form at a time. Changing forms doesn’t restore Astral Charges. Astral Flight You gain a Fly Speed equal to your Speed and can hover. Walk Between Moments Once during each of your turns, immediately before or after you make a pact-weapon attack or cast a Warlock spell, you can teleport up to 10 feet to an unoccupied space you can see. This teleportation requires no action and doesn’t provoke Opportunity Attacks. Celestial Anchor You can’t be unwillingly teleported, banished, or transported to another plane.
Level 3: Star Seeker Spells
You always have the listed spells prepared when you reach the specified Warlock level. They count as Warlock spells for you and don’t count against the number of spells you can prepare.
Warlock Level 3: Faerie Fire, Guiding Bolt, Misty Step, Moonbeam
Warlock Level 5: Clairvoyance, Plant Growth
Warlock Level 7: Arcane Eye, Divination
Warlock Level 9: Commune with Nature, Teleportation Circle
Level 3: Star-Taught Seeker
You learn the Druidcraft cantrip. It counts as a Warlock spell for you, uses Charisma as its spellcasting ability, and doesn’t count against the number of Warlock cantrips you know.
Whenever you make an Intelligence (Arcana) or Intelligence (Nature) check, you can use your Charisma modifier instead of your Intelligence modifier.
While you can see the open sky, you always know which direction is north and can’t become lost because of nonmagical weather, natural terrain, darkness, or poor visibility
Level 3: Astral Reservoir
You have a maximum number of Astral Charges equal to twice your Proficiency Bonus.
These charges are shared between your Star Seeker features and the Twelvefold Astral Armament, replacing the Armament’s normal Astral Charge pool.
You regain all expended Astral Charges when you finish a Long Rest.
At Warlock level 14, your maximum number of Astral Charges becomes three times your Proficiency Bonus.
Level 3: Astral Guidance
The Stars Beyond reveal brief fragments of the immediate future.
Celestial Foresight
While you aren’t Incapacitated and aren’t wearing Medium or Heavy armor, you gain a +1 bonus to your Armor Class.
Astral Guidance Die
Your Astral Guidance Die is a d6. It isn’t a separate resource; using it requires you to expend an Astral Charge.
Guide the Path
When you or another creature you can see within 30 feet makes an attack roll, ability check, or saving throw, you can use your Reaction and expend 1 Astral Charge.
Roll your Astral Guidance Die and add the result to the triggering roll. You can use this feature after the d20 is rolled but before the roll’s effects are resolved.
You can also use Guide the Path on the Wisdom saving throw made for the Twelvefold Astral Armament’s Zodiac Manifestation.
Only one Astral Guidance Die can be added to a roll.
Foresee the Strike
When a creature you can see makes an attack roll against you, you can use your Reaction and expend 1 Astral Charge.
Roll your Astral Guidance Die and add the result to your AC against that attack. You can use this feature after the attack roll is made but before the attack’s effects are resolved.
If the attack misses because of this bonus, you can immediately move up to 5 feet without provoking an Opportunity Attack from the attacking creature.
Level 6: Path Between Stars
As a Bonus Action, you can expend 1 Astral Charge to teleport up to 30 feet to an unoccupied space you can see.
You can bring one willing creature within 5 feet of yourself. That creature appears in an unoccupied space of your choice within 5 feet of your destination.
Stellar Pursuit
The first time you hit a creature with your pact weapon before the end of the turn in which you used Path Between Stars, the attack deals an additional 2d6 Radiant or Force damage, your choice.
The creature can’t make Opportunity Attacks against you until the start of your next turn.
The additional damage increases to 3d6 at Warlock level 14.
Level 10: Eyes of the Seeker
You gain the following benefits.
Greater Foresight
The AC bonus from Celestial Foresight increases from +1 to +3.
Improved Astral Guidance
Your Astral Guidance Die becomes a d8.
Foreseen Beginning
You have Advantage on Initiative rolls.
Celestial Sight
You gain Truesight with a range of 10 feet.
Astral Recovery
When you roll Initiative and have no Astral Charges remaining, you regain 1 Astral Charge.
Foreseen Weakness
Once during each of your turns when you hit a creature with your pact weapon, you can deal an additional 1d8 Radiant or Force damage to it.
This damage doesn’t require an action or an Astral Charge.
Level 14: Astral Ascendance
Your maximum number of Astral Charges becomes three times your Proficiency Bonus.
Your Astral Guidance Die becomes a d10.
Mastery of the Armament
Whenever Zodiac Manifestation activates, roll two d12s and choose which result determines the Twelvefold Astral Armament’s form.
You no longer make the situational Wisdom saving throw to gain the second result.
Star-Seeker Ascendance
As a Bonus Action while wielding your pact weapon, you allow the Stars Beyond to use your body as a vessel for 10 minute.
When you transform:
- You gain Temporary Hit Points equal to twice your Warlock level.
- Choose one zodiac form of the Twelvefold Astral Armament.
- The Armament immediately transforms into that form.
The transformation ends early if you become Incapacitated or dismiss it without using an action.
Once you use Star-Seeker Ascendance, you can’t use it again until you finish a Long Rest.
While transformed, you gain the following benefits.
Vessel of the Far Stars
Whenever you hit with your pact weapon, the attack deals an additional 1d8 Radiant or Force damage, your choice.
This damage applies to every successful pact-weapon attack and doesn’t require an Astral Charge.
Complete Zodiac Command
At the start of each of your turns, you can transform the Twelvefold Astral Armament into any of its zodiac forms without using an action or expending an Astral Charge.
You can manifest only one form at a time. Changing forms doesn’t restore Astral Charges.
Astral Flight
You gain a Fly Speed equal to your Speed and can hover.
Walk Between Moments
Once during each of your turns, immediately before or after you make a pact-weapon attack or cast a Warlock spell, you can teleport up to 10 feet to an unoccupied space you can see.
This teleportation requires no action and doesn’t provoke Opportunity Attacks.
Celestial Anchor
You can’t be unwillingly teleported, banished, or transported to another plane.