Base Class: Sorcerer
Overview: Astral Weavers draw their power from the vast cosmic tapestry that envelops the multiverse. They are conduits for the energies that flow through the Astral Plane, allowing them to manipulate the threads of reality with finesse. These sorcerers are often introspective and attuned to the mysteries of the cosmos, seeking to understand the intricate dance of the stars and harnessing their celestial energies.
Astral Essence: Starting at 1st level, you gain the ability to manipulate the essence of the Astral Plane. As a bonus action, you can enter a state of Astral Resonance for 1 minute. While in this state, your connection to the Astral Plane grants you the following benefits:
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Astral Sight: You gain darkvision with a range of 60 feet. Additionally, you can see into the Ethereal Plane up to 60 feet.
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Astral Warp: As a reaction, when you are targeted by a spell or attack, you can briefly shift into the Astral Plane, gaining advantage on a saving throw or increasing your AC by 2 against that specific attack.
Once you use Astral Essence, you must finish a long rest before you can use it again.
Astral Threads: Starting at 6th level, you learn to weave the threads of the Astral Plane into your spells. When you cast a spell of 1st level or higher, you can choose to imbue it with Astral Threads. This infuses the spell with subtle cosmic energy, allowing you to manipulate it further:
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Astral Surge: Once per turn, when you deal damage with a spell, you can reroll one damage die and choose either result.
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Astral Shroud: Once per turn, when you or a creature you can see takes damage from a spell, you can use your reaction to grant the target resistance to that damage type until the start of your next turn.
Cosmic Conduit: At 14th level, you become a true conduit of cosmic power. You gain the ability to cast plane shift once without expending a spell slot. Additionally, when you cast a spell of 7th level or higher, you regain a spent sorcery point.
Astral Mastery: At 18th level, your mastery over the Astral Plane reaches its peak. You can cast astral projection once without expending a spell slot. When you are reduced to 0 hit points, you can use your reaction to shift into the Astral Plane instead of falling unconscious. While in this state, you are immune to all damage, and at the start of your next turn, you return to the Material Plane with hit points equal to half your maximum hit points.
Note: This subclass is designed to offer a blend of cosmic and defensive abilities, with a focus on manipulating spells and providing support to allies. The Astral Resonance feature gives the sorcerer some survivability, and the Astral Threads feature adds versatility to their spellcasting. The higher-level abilities provide powerful astral travel options, tying the subclass thematically to the Astral Plane. As with any homebrew content, it's important to discuss with your Dungeon Master and make adjustments as needed for your campaign.
Astral Essence
Starting at 1st level, you gain the ability to manipulate the essence of the Astral Plane. As a bonus action, you can enter a state of Astral Resonance for 1 minute. While in this state, your connection to the Astral Plane grants you the following benefits:
Astral Sight: You gain darkvision with a range of 60 feet. Additionally, you can see into the Ethereal Plane up to 60 feet.
Astral Warp: As a reaction, when you are targeted by a spell or attack, you can briefly shift into the Astral Plane, gaining advantage on a saving throw or increasing your AC by 2 against that specific attack.
Once you use Astral Essence, you must finish a long rest before you can use it again.
Astral Threads
Starting at 6th level, you learn to weave the threads of the Astral Plane into your spells. When you cast a spell of 1st level or higher, you can choose to imbue it with Astral Threads. This infuses the spell with subtle cosmic energy, allowing you to manipulate it further:
Astral Surge: Once per turn, when you deal damage with a spell, you can reroll one damage die and choose either result.
Astral Shroud: Once per turn, when you or a creature you can see takes damage from a spell, you can use your reaction to grant the target resistance to that damage type until the start of your next turn.
Cosmic Conduit
At 14th level, you become a true conduit of cosmic power. You gain the ability to cast plane shift once without expending a spell slot. Additionally, when you cast a spell of 7th level or higher, you regain a spent sorcery point.
Astral Mastery
At 18th level, your mastery over the Astral Plane reaches its peak. You can cast astral projection once without expending a spell slot. When you are reduced to 0 hit points, you can use your reaction to shift into the Astral Plane instead of falling unconscious. While in this state, you are immune to all damage, and at the start of your next turn, you return to the Material Plane with hit points equal to half your maximum hit points.







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