Fighter
Base Class: Fighter

Astral knights are individuals who have been infused with pure cosmic energy, for most this occurred on a unexpected or even involuntary trip to the astral sea or other space like realm. whether it was being exposed to a cosmic storm, a gift from some powerful cosmic being, or an awakening of powers by exposer to the astral realm, these knights wield potent and deadly power over the natural forces of reality. Most Astral knight decide to focus on one of these gifts, some choose to control gravity giving them the ability to wield great weapons with ease, some focus on space control, allowing them to bend their attacks trajectory, and some focus on the control of time, altering the flow of a battle in their favor. Despite their focus these Knights often are slow to trust others so their powers are not taken advantage of.

Power Cosmic

3rd-Level Astral Knight Feature

You harbor a wellspring of cosmic energy within yourself. This Energy is Represented by your Cosmic Energy dice, which are each a d4. you have a number of these dice equal to twice your Proficiency bonus, and they fuel various powers you have, which are detailed below. Some of your powers expend the Cosmic Energy die they use, as specified in a power's description, and you cant use a power if it requires you to use a die and your dice are all expended. You regain all expended Cosmic Energy dice when you finish a short or long rest. In also, as a bonus action you can restore one of your expended cosmic energy die, but you cant do so again until you finish a short rest.

When you reach certain levels in this class, the size of your Cosmic Energy dice increases: at 7th level (d6), 15th level (d8), and 18th level (d10). The powers below use your Cosmic Energy dice.

Chrono Strike: you learn to alter the internal flow of time in an enemy. Once on each of your turns, immediately after you hit a target with a weapon, you can expend one Cosmic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Wisdom modifier, additionally, that creatures speed is reduced by 10ft until the start of your next turn.

Weightless Weapon: You learn to manipulate the gravity around your weapon decreasing its weight. As a bonus action you ignore the Two-Handed property of melee weapons for 10 minutes, wielding them in one hand with ease. You cannot dual wield two weapons with the Two-Handed property with this ability.

Reality Slide: you have learned to alter space in minor ways, allowing you to transport yourself over short distances quickly. As a bonus action on your turn you can teleport up to 15 feet to an unoccupied space you can see. Once you use this bonus action, you cant do so again until you finish a short or long rest, unless you expend a Cosmic Energy die to take it again.

Cosmic Resistance

3rd-Level Astral Knight Feature

Due to the infusion of cosmic energy into every fiber of your body, you have obtained a resistance to force damage.

Cosmic Adept

7th-Level Astral Knight Feature

through the repeated use of your cosmic gifts you have mastered new ways to use your cosmic power, detailed below.

Thought Acceleration: your mind can see briefly into the future, allowing you to gain an edge during combat. You gain a bonus to initiative rolls equal to your Wisdom modifier.

Gravity Shift: You have learned to extend your control over gravity to your enemies. Once on each of your turns, immediately after you hit with a weapon attack, you can expend one Cosmic Energy die. The Targeted creature must make a strength saving throw or be pushed to an unoccupied space within 15ft.

Cosmic retribution: You have learned to use your power to punish those who would cause you harm. When a creature hits you with a melee weapon attack, as a reaction, you can expend a Cosmic Energy die, rolling it and dealing force damage equal to the number rolled.

Shifting Space

10th-Level Astral Knight Feature

You have learned to Increase the accuracy of your attacks by warping space around it. Whenever you make a attack roll, but before it is declared a hit or miss, you can add your wisdom modifier to the attack roll. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses after a long rest.

Gravity Well

15th-Level Astral Knight Feature

Your control over gravity has reached new heights allowing you to manipulate it in a larger area, restricting the movements of those caught in the tides. As an action on your turn, you can create a pocket of crushing gravity centered on a target you can see within 30ft of you. The target must make a strength saving throw, on a failure its movement speed is halved. This effect lasts until the start of your next turn. You can use this feature a number of times equal to your constitution modifier per long rest.

Cosmic Master

18th-level Astral Knight Feature

you have mastered control over your cosmic power, and its influence over space, time, and gravity. you learn new ways of using this power to enact your will and achieve your goals, detailed below.

Cosmic Armor: You bend space around your body, increasing your resistance to damage. You gain a +1 Bonus to your AC.

Event Horizon: You learn to control the most powerful form of gravity. On your turn as an action, you can expend 5 cosmic die, when you do you create a black hole with a 20ft radius centered on a space within 60ft that you can see. Each creature within the radius must make a strength saving throw, on a failed saving throw they are knocked prone and take 10d6 force damage, or half as much on a success and are not knocked prone. You can us this feature once per long rest, unless you expend 3 Cosmic Energy dice to use it again.

Temporal Pulse: You have learned to create a rupture in the timestream to destroy your enemies. As an action, you can create a pulse of temporal energy that travels in a 5ft wide, 100ft long line. Each creature of your choice within that line must make a dexterity saving throw. On a failure they take 8d8 force damage, or half as much on a success. You can use this feature once per long rest, unless you expend 4 Cosmic energy dice to use it again.

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