Base Class: Barbarian
The Path of the Astral Warden is a unique path available to Barbarians who seek to tap into the celestial energies that permeate the universe. These warriors form a profound connection with the celestial bodies and draw upon their power to enhance their physical prowess. By harnessing the cosmic energy, Astral Wardens become formidable protectors, capable of unleashing devastating attacks upon their enemies and providing support to their allies.
At the heart of an Astral Warden's power lies the Astral Bond, a connection they forge with a celestial body. The choices for the Astral Bond include the Moon, the Sun, or the Stars, each offering distinct abilities and benefits. These bonds grant the Astral Warden enhanced features at different levels, empowering them with unique powers tied to their chosen celestial body.
Those who align themselves with the Moon, tap into the lunar energy that fuels their ferocity in battle. This grants them superior athleticism, granting advantage on Strength (Athletics) checks. Additionally, they can attempt to knock their foes prone with a successful melee attack, allowing them to assert dominance over their enemies.
The Sun-bound Astral Wardens draw radiant energy from their chosen celestial body. This energy imbues their attacks, causing additional radiant damage. Furthermore, their strikes become more accurate and deadly, allowing them to add their Strength modifier to damage rolls when they score a critical hit.
The Astral Wardens bound to the Stars embody a resolute defence. They gain resistance to piercing, bludgeoning, and slashing damage, allowing them to shrug off attacks with remarkable endurance. Additionally, they possess the ability to impose disadvantage on an attack against them, offering protection to both themselves and nearby allies.
As Astral Wardens progress on their path, their bond with their chosen celestial body grows stronger. This embodiment grants them additional benefits, such as increased movement speed for the Moon-bound, resistance to radiant damage for the Sun-bound, and increased maximum hit points at the start of each turn for the Stars-bound.
Frenzied Halo
At 3rd level, when you enter a Frenzy while following the Path of the Astral Warden, your connection to the celestial bodies intensifies, infusing you with astral energy. While in a Frenzy, you gain the following benefits:
Celestial Strikes: Your melee weapon attacks deal additional damage based on your chosen Astral Bond:
Moon: Your attacks deal an extra 1d6 psychic damage.
Sun: Your attacks deal an extra 1d6 fire damage.
Stars: Your attacks deal an extra 1d6 force damage.
Cosmic Resilience: You gain resistance to all damage except psychic damage while in a Frenzy.
Luminous Momentum: Whenever you score a critical hit with a melee weapon attack while in a Frenzy, you can use your reaction to make an additional melee weapon attack against the same target.
These benefits last for the duration of your Frenzy. Remember that after the Frenzy ends, you suffer one level of exhaustion as normal.
Astral Bond
Starting at 3rd level, you gain the ability to form a bond with a celestial body. Choose one of the following options: Moon, Sun, or Stars. This choice grants you additional features at 3rd level and again at 6th, 10th, and 14th levels.
Lunar Fury ( Moon )
Your connection with the Moon grants you lunar energy that fuels your ferocity in battle. When you enter a rage, you gain the following benefits:
- You have advantage on Strength (Athletics) checks.
- When you hit a creature with a melee weapon attack, you can spend a bonus action to attempt to knock the target prone. The target must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Solar Radiance ( Sun )
Your connection with the Sun fills you with radiant energy, burning away your enemies' defences. When you enter a rage, you gain the following benefits:
- Your melee weapon attacks deal an additional 1d6 radiant damage.
- Whenever you score a critical hit against a creature, you can add your Strength modifier to the damage roll.
Stellar Defense ( Stars )
Your connection with the Stars grants you enhanced defensive capabilities, allowing you to protect yourself and your allies. When you enter a rage, you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage.
- When a creature within 5 feet of you hits you with an attack, you can use your reaction to impose disadvantage on the attack roll.
Celestial Embodiment
At 6th level, your bond with your chosen celestial body becomes even stronger. You gain the following benefits based on your chosen Astral Bond:
- Moon: Your movement speed increases by 10 feet, and you gain advantage on saving throws against being charmed or frightened.
- Sun: You have resistance to radiant damage, and your melee weapon attacks score a critical hit on a roll of 19 or 20.
- Stars: Your maximum hit points increase by an amount equal to your Constitution modifier at the start of each of your turns.
Cosmic Nova
At 10th level, your connection with the celestial bodies allows you to release a surge of celestial energy. As an action, you can expend a use of your Rage feature to create an aura of radiant energy that extends 15 feet from you for 1 minute. While the aura is active, you and friendly creatures within it gain the following benefits:
- You have advantage on saving throws against spells and other magical effects.
- Whenever a hostile creature starts its turn within the aura or moves into it for the first time on a turn, it takes radiant damage equal to your Barbarian level.
Once you use this feature, you can't use it again until you finish a long rest.
Celestial Harmonization
At 14th level, your connection with the celestial bodies reaches its ultimate harmony. You have mastered the unique powers granted by the Sun, Moon, and Stars, and can seamlessly weave their energies together. The benefits of Celestial Harmonization vary based on your chosen Astral Bond:
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Lunar Brilliance: When you enter a rage, the radiant energy of the Sun combines with the lunar energy of the Moon. Your melee weapon attacks deal an additional 1d6 radiant damage, and you gain temporary hit points equal to your Constitution modifier + your Barbarian level at the start of each of your turns. These temporary hit points last until the end of your next turn.
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Solar Eclipse: When you enter a rage, the primal fury of the Moon merges with the radiant energy of the Sun. Your melee weapon attacks score a critical hit on a roll of 18-20, and you have advantage on saving throws against being charmed or frightened. Additionally, you can spend hit dice to regain hit points as a bonus action while raging.
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Stellar Fusion: When you enter a rage, the combined power of the Sun and the Moon blends with the cosmic energy of the Stars. You have resistance to bludgeoning, piercing, and slashing damage, and you can use your reaction to impose disadvantage on attack rolls made against you or a creature within 5 feet of you. Additionally, you gain a fly speed equal to your current movement speed for the duration of your rage.
Once you have used the benefits of Celestial Harmonization, you can't use them again until you finish a long rest.







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