Base Class: Warlock
Your patron is an Astral Traveler that roams the Astral Plane. This Traveler's form shifts and changes seemingly every time they appear before you. Sometimes they are in the form of a man, sometimes a woman, and sometimes they are just a disembodied voice echoing in your ears. When they choose to show a solid form, their features are always obscured as if a drifting projection of stars and galaxies fills the space their silhouette occupies.
You have bound yourself to this traveler in the hopes of being able to escape to earthly realms, though you don't remember how you ended up in the Astral Plane to begin with. Your pact with this Astral Traveler gives you a surge of power on the promise you will never equip or summon a weapon or a shield into your hands. The Astral Traveler will teach you to fight with empty hands, but will let you hold an arcane focus of your choice for casting.
You are about to learn many things this Traveler has come to know,
many things that they've had to learn while traveling alone.
The Astral Traveler Features
Warlock Level | Feature |
---|---|
1st |
Expanded Spell List, Astral Traveler's Blessing, Empty Hands |
6th |
Eldritch Manipulation, Astral Traveler's Shroud, Astral Spell Pool |
10th |
Astral Traveler's Sight, Astral Spell Pool - Extra Slot |
14th |
Astral Traveler's Emissary, Astral Spell Pool - Extra Slot |
Note: This Warlock Patron subclass is intended to not use or equip any weapons (melee or ranged). There isn't a mechanism I can get to work to force penalties to equipping actual weapons, nor is there a mechanism to prevent them from being equipped. Be honest and play fair when using this subclass and do not equip and use weapons in your character sheet.
Expanded Spell List
The Astral Traveler knows the challenges of being unarmed and unarmored in the face of foes that mean to do you harm. Your patron grants you additional spells by default, which do not count towards your known spell limit, but still consume spell slots when cast.
The Astral Traveler Expanded Spell List
Warlock Level | Spells |
---|---|
1st |
|
6th |
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10th |
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14th |
You also have access to learning the 1st level Shield spell, but it does count towards your known spell limit if learned.
Astral Traveler's Blessing
The Astral Traveler will instruct you in the ways of manipulating the energy in and around you for attack and defense. These unarmed techniques will serve you as long as you hold up your end of the bargain you struck.
Starting at 1st level, your patron bestows upon you the following:
• The Eldritch Blast cantrip is available to you by default. This does not count towards your cantrip count.
• While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.
Empty Hands
The Astral Traveler has demonstrated how to fight with empty hands with devastating effect. You have no need for weapons, as you are one yourself.
Starting at 1st level, you gain the following effects while your hands are either empty or only holding your arcane focus. Features, skills, and spells that summon a weapon into your hand (ex: Pact of the Blade - pact weapon, Shadow Blade, etc.) or equipping a shield nullifies these effects and imposes disadvantage with all of your attack rolls.
• Being within 5 feet of a hostile creature does not impose disadvantage with Eldritch Blast.
• Your Eldritch Blast may be used in the context of both a melee and ranged attack to meet either a spell or weapon attack criteria.
• You meet the requirement of wielding or having touched a melee weapon or ranged weapon (magical or nonmagical) for features, skills, and spells that require it (ex: Booming Blade, The Fighter Class - Fighting Style "Archery" or "Dueling", etc.). In these contexts you are the weapon and Eldritch Blast is your attack mechanism, but the Eldritch Blast multiple beams at higher levels do not trigger during attacks initiated by these kinds of features, skills, and spells. If a feature, skill, or spell would cause multiple damage rolls, those still take effect as separate single beam attacks with Eldritch Blast. Features, skills, and spells that add damage to attacks but do not initiate the attack itself will apply the extra damage to each Eldritch Blast beam at higher levels (ex: The Fighter Class - Fighting Style "Dueling", Branding Smite, etc.).
Eldritch Manipulation
The Astral Traveler has put you to trial through combat training, saturating you with radiant damage during your session. Through your exhaustive efforts you have gained their favor. Having felt the creation and impact of radiant energy, your patron grants you the ability to switch the kind of energy you are channeling through your Eldritch Blasts.
Starting at 6th level, your Eldritch Blast is able to deal either Force or Radiant damage for all beams it creates during that casting. Use the "Eldritch Manipulation" action followed by an attack with Eldritch Blast if wanting to deal Radiant damage type. The use of this action and the attack with Eldritch Blast are treated as 1 Action during your turn.
Eldritch Manipulation is exempt from the "Empty Hands" rule of features, skills, and spells being unable to trigger multiple Eldritch Blast beams at higher levels.
Astral Traveler's Shroud
The Astral Traveler's interest in you has grown. Your patron bestows upon you a permanent aura of force around your body to enhance your defenses.
Starting at 6th level, your AC is +1.
Astral Spell Pool
The Astral Traveler notices other Warlocks across the planes are limited in their use of spells. Your patron has seen fit to allow you to cast additional spells and promises more as you earn them.
Starting at 6th level, you gain the following:
• You gain a pool of additional spell slots to cast spells with, starting with 1 slot (this pool only resets after a long rest).
Astral Traveler's Sight
The Astral Traveler has enjoyed watching your exploits, but feels you could do more with the energy around you. Your patron puts you through rigorous training until you are able to feel the subtle shifts within a light aura of force you cast around you, disturbed by things you may not see normally with your eyes. You are also taught to focus this attention through your eyes like a pulse to pierce through the veil and perceive things you otherwise wouldn't, though this seems to take a toll on you.
Starting at 10th level, you have gained the following:
• Blindsight up to 20 ft.
• Darkvision up to 90 ft.
• Astral Pulse. As an action you gain Truesight up to 90 ft. for 30 seconds (5 rounds including the round you cast it during). You can use this ability a number of times equal to your Charisma modifier per long rest.
Astral Spell Pool - Extra Slot
The Astral Traveler feels you are worthy to earn another slot for the Astral Spell Pool.
Starting at 10th level, you gain an additional slot for the Astral Spell Pool. This brings the spell pool total to 2 slots.
Astral Traveler's Emissary
The Astral Traveler is pleased with your progress and deems you finally worthy to be named their emissary. With a final infusion of power, they unlock your ability to reach out further with the energy at your command. You also feel as though this infusion has made it easier to finely control how much energy you need to manipulate to achieve the same results and it is easier to concentrate on multiple things.
Starting at 14th level, you gain the following:
• Your Eldritch Blast has an additional 60 feet of range.
• The Astral Pulse ability now lasts up to 60 seconds (10 rounds including the one you activate it during) and an additional 2 times per long rest.
• Your Blindsight sense is extended to 30 ft.
• You are able to keep up to 2 concentration spells active at the same time. Trying to cast a third will cause both of the previous concentration spells to end, unless you specify which concentration spell you are dropping prior to the casting of the new concentration spell.
Astral Spell Pool - Extra Slot
The Astral Traveler feels you are worthy to earn another slot for the Astral Spell Pool.
Starting at 14th level, you gain two additional slots for the Astral Spell Pool. This brings the spell pool total to 4 slots.
Expanded Spell List - Cure Wounds
Grants access to Cure Wounds spell at 1st level.
Expanded Spell List - Thunderwave
Grants access to Thunderwave spell at 1st level.
Expanded Spell List - Blur
Grants access to Blur spell at 6th level.
Expanded Spell List - Branding Smite
Grants access to Branding Smite spell at 6th level.
Expanded Spell List - Death Ward
Grants access to Death Ward spell at 10th level.
Expanded Spell List - Freedom of Movement
Grants access to Freedom of Movement spell at 10th level.
Expanded Spell List - Arcane Hand
Grants access to Arcane Hand spell at 14th level.
Expanded Spell List - Telekinesis
Grants access to Telekinesis spell at 14th level.
Previous Versions
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