Base Class: Warlock
You have made a pact with a powerful demigod of the Astral Plane: Charon whose control over the River Styx extends throughout the multiverse. They aim to secure the breaches between the dimensions and rule over all controle regarding interplanar travel.
Planar Reach
At 1st level, you can create and reach through brief holes in the fabric of reality. When you cast a spell that has a range of touch, you can target a creature within 30 feet of you that you can see instead. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
You have resistance to force damage, and whenever you discover an extradimensional space, you can perceive what items are stored within it.
Create Void
Starting at 1st level, you can create a brief tear in the planar fabric that leads to the Astral Plane. As a bonus action, you can point your finger at a point you can see within 60 feet to create a planar tear. The tear is minuscule, but creates a powerful vacuum that forces each creature within 15 feet of the point to make a Dexterity saving throw. On a failed save, a creature takes force damage equal to 2d10 and is pulled up to 15 feet toward the point. On a successful save, a creature takes half as much force damage and is not pulled. The tear vanishes immediately after drawing in any nearby creatures. You can use this feature equal to your Charisma modifier.
Spatial Exchange
By 6th level, you can distort the fabric of reality. As a bonus action, you teleport up to 30 feet away to an unoccupied space you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places. You can use this an equal amount to your Proficiency bonus and it resets after a long rest.
At 14th level, you can choose a hostile creature with your Spatial Exchange feature. They make a Charisma saving throw against your warlock spell save DC. On a fail, it switches places with you. On a success, neither you nor the creature are moved.
Extradimensional Mastery
By 10th level, you can hide yourself in a temporary extradimensional space to avoid harm. When you take damage from a hostile creature you can see within 30 feet of you, you can use your reaction to disappear into a harmless pocket dimension. You can see into your original plane of existence and move normally while in this extradimensional space, but other creatures can neither see nor harm you while you remain there. You remain in this pocket dimension until the end of your next turn or until you attack or cast a spell. Once you use this feature, you can’t do so again until you finish a short or long rest.
Planar Perception
At 14th level, you can use an action to enhance your perception of reality. For 10 minutes, you have advantage on Wisdom (Perception) checks that rely on sight, and you gain truesight out to 30 feet. You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Comments