Warlock
Base Class: Warlock

Additional Spell Choices:
Cantrip: Gust, Shape Water

lvl1: Magnify Gravity, Feather Fall

lvl2: Rimes Binding Ice, Immovable Object

lvl3: Hypnotic Pattern, Pulse Wave

lvl4: Evard's Black Tentacles, Gravity Sinkhole

lvl5: Cone of Cold, Wall of Force

Strength of the Void

Your connection to the deep dark of space grants you deeper insights into its nature and power. You gain resistance to cold damage, and gain the Shape Water and Gust cantrips.

Astral Flux

Starting at 1st level, you gain the ability to traverse space in a blink of an eye. In place of your movement, you are able to teleport up to 30 feet to a point that you can see. This form of movement doesn’t provoke attacks of opportunity, but you cannot move again until the start of your next turn, even by magical means. You cannot use this feature if your movement speed is reduced to 0.

You can use this ability a number of times equal to your proficiency modifier, regain uses on a short or long rest.

Cosmic Intervention

At 6th level you call upon the astral planes to manipulate the battle field.

At 6th level, you learn how to alter the fabric of space to better maneuver your allies into more strategic positions. When you use Astral Flux, you can instead choose to target a creature you can see within 30 feet of you. This creature must make a Charisma Saving Throw against your spell DC, or be moved to a point you can see within the 30 foot radius of you The space provided must have solid ground to stand and not be occupied. A creature can choose to willingly fail this saving throw.

Sustained by the Stars

Starting at 10th level, your connection grows even further, and you learn how to use the very stars above to sustain you. You no longer need to breathe or eat, though you can still ingest food and water as normal. In addition, you age ten times slower than your race normally would.

Shooting Stars

At 10th level you can summon stars from the sky above to either harm your foes, or aid your allies. As an action on your turn you summon three stars that orbit around your head. Once summoned, you can use a bonus action to shoot one of these stars to a creature of your choice within 30 feet of you. The target takes 2d6 force damage on a successful attack roll, and it is expended, even if it misses. Alternatively, the mote can instead be used to heal a creature for 2d6 hit points, and is then consumed.

 

You can summon these stars a number of times equal to your proficiency modifier. All expended uses are regained after a long rest.

 

At level 14, you increase the number of summoned stars to 5, and increase the damage and healing they do to 4d6

Singularity

Once you reach 14th level, you can bend the fabric of space and time to your will. As an action, you can summon a micro-black hole to a point you can see within 30 ft. You can choose any number of creatures to be unaffected by this ability. While the black hole is present, any ranged attack made by or at a creature within the radius has disadvantage, and the radius around the Singularity is treated as difficult terrain. Any creature that enters the area of the black hole for the first time, or ends their turn within its range must make the Constitution saving throw or be pulled 10 feet towards the center of the singularity. Unsecured objects that aren’t being worn or carried are also pulled. If a creature is within 20 feet of the black hole, it takes 5d10 force damage at the start of each of its turns if it fails the saving throw, or half as much if it succeeds. You are also immune to any and all effects of the Singularity while it is in effect. Any non magical items that aren’t held or secured within 10 feet of the black hole are sucked in and lost forever.

 

The black hole lasts for one minute, but you can dispel it on your turn as an action. Once you use this feature, you can’t do so again until you finish a long rest.

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