The stars do not always answer with the same voice. Sometimes the Astral Plane opens its hand to guide you. Sometimes the void between constellations stares back. When you call upon the heavens, you do not command what answers — you endure it, shape it, and survive it. You can invoke the power of the stars as an action once per long rest. At 8th level, you can use this feature twice per long rest. At 16th level, you can use it three times per long rest. When you invoke this power, roll 1d6 and gain the corresponding effect below. Odd results channel Far Realm influence. Even results channel Astral Plane influence.
1 — Breath of Nothingness You exhale the void between stars in a 20-foot cone. Each creature in that area must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 1d10 void damage and is stunned until the start of your next turn. On a successful save, it takes half as much damage and is not stunned. This damage increases by 1d10 at levels 6, 11, and 16. This void damage cannot be reduced by resistance or immunity unless a feature explicitly reduces all damage taken or grants omni-resistance.
2 — Supernova’s Echo You unleash a burst of stellar force in a 30-foot radius centered on a point you can see within 60 feet. Each creature in that area must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 astral damage and becomes marked for 5 rounds. On a successful save, it takes half as much damage and is not marked. This damage increases by 1d6 at levels 7, 13, and 19. The next time you successfully damage a marked creature before the mark expires, it takes additional damage equal to the same number of damage dice as the initial blast, and the mark immediately ends. If you do not damage the creature before the mark expires, the mark fades harmlessly.
3 — Hunger of the Void Choose one creature you can see within 60 feet. It must succeed on a Wisdom saving throw against your spell save DC or have its life force drawn into the void for 5 rounds. At the start of each of that creature’s turns for the duration, it takes 1d10 void damage, and you regain 1d4 hit points. At levels 7, 13, and 19, both the damage and healing increase by 2 dice. So the progression becomes:
- Levels 1–6: 1d10 damage / 1d4 healing
- Levels 7–12: 3d10 damage / 3d4 healing
- Levels 13–18: 5d10 damage / 5d4 healing
- Levels 19+: 7d10 damage / 7d4 healing The effect ends early if the target dies.
4 — Mikado’s Guidance For the next 5 rounds, the stars align around your will. Once on each of your turns during this duration, you may choose one of the following benefits: Add 1d4 to the save DC of one spell you cast that turn. Add 1d10 to one attack roll you make that turn. You choose which benefit to use each turn.
5 — Black Hole’s Equilibrium Choose a number of creatures you can see within 60 feet equal to 3 + your proficiency bonus. You may divide these creatures between allies and enemies as you choose. This effect lasts for 5 rounds. For each allied target, choose one of the following benefits:
- Acceleration: The creature’s speed increases by 15 feet.
- Deflection: The creature gains a +2 bonus to AC.
- Burst Motion: The creature gains one additional limited action on each of its turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. For each hostile target, it must succeed on a Wisdom or Charisma saving throw against your spell save DC or become slowed for the duration, as though affected by the slow spell.
6 — The Astral Ripple A wave of astral light erupts from you and expands outward across the battlefield at 40 feet per round until the end of your next turn. Any hidden, invisible, or stealthed creatures touched by this wave are immediately revealed to you and two allies of your choice. This reveal is only a momentary ping of their position, not a lasting exposure. In addition, choose two allies within 60 feet. The next successful attack each of those allies makes before the end of their next turn has advantage and deals an additional 1d12 void damage.
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