Warlock
Base Class: Warlock

Voidwalker Luminaries are usually collectors the greatest resource there is. Knowledge. But not just any kind of knowledge. they seek to know what it truly means to be human. Ambition, fear, happiness, sadness. All that makes humans, human.

Voidwalker Luminaries are not deities or otherworldly beings in the traditional sense. Instead, they are interstellar entities. sentient stars that have taken on human-like forms. These cosmic beings are ancient and possesses profound knowledge of the universe's secrets. One of them have chosen you as its acolyte to carry out its will and spread its radiant influence across the multiverse.

Voidwalker Luminaries are generally fair and kind entities. Their goal is mostly harmless. They a therefore mostly on the good side of the alignment chart.

As you become a acolyte of the voidwalker your body shifts in the fabric of reality. Your scleras turn black and your pupils look to be filled with colorful starlight, and the sound of your beating heart is replaced by the quiet hum of a black hole.

Expanded Spell List

The Voidwalker Luminary 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.

Voidwalker Luminary Expanded Spells

SPELL LEVEL

SPELLS

1st

guiding bolt, detect magic

2nd

aid, moonbeam

3rd

beacon of hope, daylight

4th

guardian of faith, freedom of movement

5th

flame strike, teleportation circle

Cosmic knowledge

Starting at 1st level, the connection between you and the Voidwalker Luminary grants you cosmic insights. You gain proficiency in history, and you can add your charisma modifier to history checks you make to recall information about the stars, celestial bodies, or cosmic phenomena.

Luminant spear

At 1st level, you patron aids you in combat with its radiance. Once per combat you gain the ability to make any cantrip deal an extra d6 of radiant damage and cause the target to be blinded for one turn.

Radiant Conduit

At 6th level, you learn how to channel the radiant energy of your patron through your eldritch invocations. When you cast using an eldritch invocation that deals damage, such as eldritch blast with agonizing blast, you can choose to have the damage type be radiant instead of its normal type. Additionally, when you cast a spell or use an ability that deals radiant damage, you can add your Charisma modifier to the damage rolls. 

Cosmic sight

Starting at 6th level, your connection to the realm of stars allows you to perceive the hidden patterns and secrets of the universe. You gain darkvision with a range of 120 feet.

Additionally, you can see invisible creatures and objects as if they were visible within 40 feet.

Rhythmic Echo

Starting at 6th level, you gain the ability to harmonize with the gentle hum for your heart. If in an environment where you feel safe and able to relax you can go into a meditative state for 3 minutes sending out a wave of gravity from your heart which works like echolocation, letting you make a perception or investigation check with advantage.

Stellar Ward

At 10th level, your patron bestows upon you a protective aura that resonates with the power of the stars. As a reaction, when you or a friendly creature within 30 feet of you takes damage from a spell or magical effect, you can use your reaction to grant resistance to that damage. Once you use this feature, you can't use it again until you finish a short or long rest.

Radiant Nova

At 14th level, you can unleash the full radiant power of your patron in a dazzling display of interstellar might. As an action, you can create a burst of radiant energy in a 30-foot radius centered on yourself. Each creature in that area must make a dexterity saving throw, taking 10d10 radiant damage on a failed save, or half as much on a successful one. This radiant energy is so intense that it causes creatures caught in the burst to be temporarily blinded creatures caught in the burst. Any creature that fails the saving throw is blinded for 1 minute. A blinded creature must make a constitution saving throw at the end of each of its turns, ending the blindness on a success.
Additionally, when releasing the nova you can spend your bonus action to change the origin point of the nova up to 60 feet in any direction.
Once you use this feature, you can't use it again until you finish a long rest.

Voidwalker Luminary Image

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