Base Class: Warlock
Those with a passing knowledge of the lights speckling the night sky can point out constellations and the names of interesting or distant stars. However, those with an intimate knowledge of the lights above are often Lodestar Warlocks. These star-crossed members of society eventually discover new truths about what they might have earlier mistaken for mundane stars. Such devout scholars learn the secret names for common stars, and indeed, they discover constellations of alien lamps too far away for most eyes to discern unaided. Lodestar Warlocks scour foes with starlight and mental magics given to them in dreams born beyond the night sky and—though few enough admit the possibility—perhaps from the Astral Plane. How is it that warlocks gain their connection to this aberrant, unknowable region outside time by way of the stars?
Expanded Spell List
The Lodestar lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Lodestar Expanded Spells
| SPELL LEVEL | SPELLS |
|---|---|
| 1st | magic missile, shield |
| 2nd | moonbeam, misty step |
| 3rd | melf's minute meteors, spirit guardians |
| 4th | arcane eye, phantasmal killer |
| 5th | arcane hand, geas |
Dancing Stars
Starting at 1st level, you can summon a number of small stars around you. You can cast the dancing lights spell at-will. When cast this way, dancing lights lasts for 10 minutes. Also when you cast it using this ability, you can create even more lights by splitting one or more lights whenever you would move them as a bonus action. Whenever you split a light in this way, each light only gives off 5 ft. of dim light. Lights split this way once can not be split again (maximum 8 lights).
When you reach 7th level, dancing lights lasts for 1 hour when cast using this ability. At 14th level, dancing lights lasts until you drop concentration on it.
Constellar Casting
At 1st level, you learn how to utilize the lights created by your Dancing Stars by storing spells in unique constellations as you cast them. Immediately after you finish casting a non-cantrip spell with a casting time of 1 action, you can guide one of your lights that is within 10 ft. of you into the shape of a constellation to delay the spell's effects. As an action, you can release a constellation within 60 ft. of you, casting the held spell originating from the constellation they were held in. Any targets must be chosen when the spell is initially cast. Spells cast this way require no concentration and last their entire duration. If you lose concentration on dancing lights, you lose any spells cast using this ability.
You can have a number of spells stored this way equal to your proficiency bonus.
Astral Ward
Starting at 6th level, your link to the Astral Plane allows you to serve as a conduit for extraplanar energy. As long as you are concentrating on a spell, you get the following benefits:
- The area 15 ft. around you is considered difficult terrain for enemies
- If an enemy ends it's turn within 15 ft. of you, it must succeed a DC 16 Wisdom saving throw or take 3d6 psychic damage.
Cosmic Jump
At 10th level, you can teleport out of harm's way by maneuvering your Dancing Stars. You can use your reaction when you are targeted by an attack or would have to make a saving throw to teleport to a space adjacent to your Dancing Stars. Additionally, once during your movement one your turn, you can teleport to a space adjacent to your Dancing Stars freely.
If you would appear in a space already occupied by a creature or object, you lose concentration on your dancing lights, and this ability fails to teleport you.
Avatar of the Universe
At 14th level, you can use this feature to cast reverse gravity as a 7th level spell. The spell's duration increases to 1 hour if you cast it using this feature. Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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5/21/2022 10:39:11 PM
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