An Astral-Guard (AG) is a special type of individualized magical vehicle typically used in Wildspace or Astral Sea environment, which are controlled by a spellwalking helm; a less expensive version of a spelljamming helm. Those who are specialized in the creation of these vehicles are called AG Technicians. As a bonus action, you can expend half your movement to climb inside a stationary AG and pilot it as well as use it as a spellcasting focus for your spells, like you would a mount.
On your turn, you can direct the Astral-Guard to use its movement and you can use an action to control it, causing it to take one of the actions in its stat block or some other action. Your Astral-Guard counts as equipment you’re wearing for the purpose of spells that affect you, such as invisibility, but counts as a creature for the purpose of other spells and effects. For example, if you cast haste on the vehicle , it gains an additional action you can direct it to use on your turn, in addition to the spell’s other benefits. You can cast spells with a range of self, such as mirror image, through the vehicle as if it had cast the spell.
If the mending spell is cast on the Astral-Guard, it gains 2d6 hit points. It powers down if you or it is reduced to 0 hit points. You can exit it as a free action. If it is reduced to 0 hit points, you can use a bonus action to expend one use of your highest leveled spell slot to restore its hit points fully.
Astral-Guard (Magus)
Large vehicle (500 lbs.)
Creature Capacity you
Carrying Capacity 30 x your spellcasting modifier
HP 10 + five times your character level
Speed 50 ft. flying speed
Damage Immunities poison, psychic
Condition Immunities blind, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Traits
Spell Projection. When you use this vehicle as a spellcasting focus you can increase the range of the spell by 30 feet if it is an attack roll, or increase its area-of-effect by 10 feet.
Mechanized Marvel. When you pilot an Astral-Guard, the vehicle automatically adjusts its Strength score to equal your spellcasting ability score.
Shared Control. If the Astral-Guard is forced to make an Intelligence, Wisdom, or Charisma saving throw, you become the target of that effect instead. Otherwise, you can’t be targeted by effects while piloting the Astral-Guard. For example, a fireball only targets the Astral-Guard, and not you. A creature can attempt to hit you with an attack while you are piloting the Astral-Guard by taking a -5 penalty to its attack roll.
If the Astral-Guard would take damage that isn’t psychic, it takes half the damage and you take the remainder. If it would take psychic damage, you take the damage instead.
Actions
Magicannon (Recharge 5-6). You cast a cantrip you know with a casting time of 1 action that requires an attack roll or forces one or more creature to make a saving throw. The cantrip's range becomes 120 feet (if it was less), and if it affects an area, you choose a point within range for the effect to originate from.
When you deal damage with a cantrip this way, you roll twice for the damage die and add it to the damage roll.
Notes: Combat, Eldritch Machine
Previous Versions
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8/22/2025 10:08:41 PM
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11
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0
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SJ.1
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Coming Soon
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8/22/2025 10:18:46 PM
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25
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1
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SJ.2
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Coming Soon
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