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.

 

The Astral Plane is the realm of thought and dream, where visitors travel as disembodied souls to reach the Outer Planes. It is a great silvery sea, the same above and below, with swirling wisps of white and gray streaking among motes of light like distant stars. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color pools — magical pools of colored light that flicker like radiant, spinning coins.

 

The Astral Plane is meant to be neutral territory, but some entities want to use its properties to prey upon the material plane. Abyssal creatures lure and drag creatures and their souls from other planes into the Astral Sea, where they are harvested for energy. That lifeforce will cause the Abyssal and Material planes to crash into the Astral, allowing demonic forces and old gods to seize deathless power and dominate the multiplanar universe. 

Astral Champions prevent this advance. Astral Adepts are chosen from the Material plane either by bloodline or reputation to learn and grow. One day, they will finish their training and join the ranks in the Astral Plane in the eternal effort to hold back the advances of darkness on the universe.

Astral knights use magical power to aid them in battle. One hand holding a sword, the other hand is with a magic circle, Astral knights blast columns of light to bring destruction upon their foes. Protected by magic while wearing no armor, astral knights can lend a hand and bring victory to their allies. Astral knights have not been seen too often, going on solo quests and most astral knights come back with tremendous rewards. Their magic abilities are unfathomable and their martial skills are powerful, astral knights are seen as an angel on the battlefield, cleaving enemies and disappearing after the battle. 

 

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.

 

Cosmic Power 

At 3rd level, You harbor a wellspring of cosmic energy within yourself. This Energy is Represented by your Cosmic Energy dice, which are each a d6. 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 addition, 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 5th level (d8), 15th level (d10), and 18th level (d12). The powers below use your Cosmic Energy dice.

Cosmic 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 raidant damage to the target equal to the number rolled plus your Wisdom modifier

Lessen Gravity: your body can move faster with your control of gravity, allowing you to gain an edge during combat. you can expend one Cosmic Energy die, You gain a bonus to initiative equal to the number you rolled

Star Sight: As an action you can roll one Cosmic Energy die you gain magical darkvision with a range of 30ft For a number of hours equal to the number rolled The first time you use this power after each long rest, you don't expend the Cosmic Energy die. All other times you use the power, you expend the die.

Cosmic Prowess

At 7th level, You have mastered new ways to use your cosmic abilities, detailed below

Shifting Space: You have learned to Increase the accuracy of your attacks by warping space around them. Whenever you make an attack roll, but before it is declared a hit or miss, you can expend a Cosmic Die to add to the attack roll.

Silver Step: 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 an unoccupied space you can see, up to a number of feet away equal to 5 times the number rolled. You then teleport to that space. Once you use this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Cosmic Energy die to take it again.

Cosmic Exposure

At level 10, Due to the infusion of cosmic energy into every fiber of your body, you have obtained a resistance to force and radiant damage

Weightless Weapon

At 15th level You learn to manipulate the gravity around your weapon decreasing its weight. you can expend three Cosmic Energy die, as a bonus action you ignore the versatile and heavy property of melee weapons for 1 minute, wielding them in one hand with ease. You cannot dual wield two weapons with the Two-Handed property with this ability.

Event Horizon

At 18th level, 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 that last for a minute. that area is considered difficult terrain. Each creature within the radius must make a Strength saving throw, on a failed saving throw they are pulled 10 feet closer to the center and take 4d6 force damage 4d6 Radiant, or half as much on a success and are not knocked prone. You can use this feature once per long rest, unless you expend 3 Cosmic Energy dice to use it again.

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