You’ve manifested some of the power of an Astral Dreadnought, granting you the following benefits:
Ability Score Improvement. You can increase your Strength or Constitution by 2, or you can increase both your Strength and Constitution by 1. Your maximum for your Strength and Constitution scores is now 22.
Astral Power. While on the Astral Plane or in your Demiplanar Donjon, you gain the following benefits:
- You have a base AC of 18.
- You gain a flying speed of 60 feet, and can hover.
- You have resistance to nonmagical bludgeoning, piercing, and slashing damage.
- You are immune to the charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, and stunned conditions, unless you wish to be afflicted by them.
- Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- When you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a long rest.
- If you score a critical hit on a creature traveling through the Astral Plane by means of the astral projection spell, you can cut the target’s silver cord instead of dealing damage.
Antimagic Eye. Your opened eyes create an area of antimagic, as in the antimagic field spell, in a 30-foot cone. You can change which way the cone faces when you move, when you are hit by an attack, when a creature in the cone moves, and once on each of your turns (no action required). When you make an attack or cast a spell that requires you to see the target, the cone turns to face the target. Creatures within 30 feet of you have advantage on attack rolls against you if they are not in the cone. The cone doesn't function while your eyes are closed or while you are blinded.
Donjon Banishment. When you hit a creature with a melee weapon attack, you can use your bonus action to force the target to make a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the target is teleported along with everything it is wearing or carrying to an unoccupied space on the floor of your Demiplanar Donjon (this isn't blocked by the area of antimagic created by your Antimagic Eye feature). The target can repeat the saving throw at the end of its next turn and once every hour, reappearing within 30 feet of you on a success. If the creature fails one of the saving throws by 5 or more, the creature is trapped in your Demiplanar Donjon until you die or release it. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Demiplanar Donjon. Your Demiplanar Donjon resembles a stone cave roughly 150 feet in diameter with a ceiling 15 feet high. The demiplane can be entered only by means of this feature, your Donjon Banishment feature, or a wish spell. If you die, the demiplane disappears, and everything inside it appears around your corpse. The demiplane is otherwise indestructible.
As an action, you can enter your Demiplanar Donjon, appearing in an unoccupied space on the floor of the demiplane. You remain in this demiplane until you use your action to reappear in the space you left or the nearest unoccupied space if that space is occupied. When you enter or leave the demiplane you can touch a willing creature, bringing the creature with you. A creature that willingly enters the demiplane can use an action to reappear in the space they left or the nearest unoccupied space if that space is occupied. Otherwise, a creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell.
Comments