Base Class: Warlock
Your patron is Io, a sentient world adrift in the Astral Sea, seeking powerful magic to reconstruct itself and find a new home. The power you draw from Io reflects its cosmic wanderings, secrets of planar magics, and world-shaping potential.
Expanded Spell List
The Astral Patron grants you an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you:
- 1st Level: Find Familiar, Mage Armor
- 2nd Level: Misty Step, Summon Beast
- 3rd Level: Blink, Spirit Guardians
- 4th Level: Banishment, Dimension Door, Summon Elemental
- 5th Level: Far Step, Planar Binding
Hard Light Armory
Starting at 3rd level, you can use your connection to Io to manifest hard light constructs as weapons. As a bonus action, you can summon a weapon of your choice made of shimmering, ethereal light. This weapon can take the form of any weapon you are proficient with, and it counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. The complexity of the weapons you can make is determined by the complexity table, which is based on your intelligence score. The weapon lasts for 1 minute or until you dismiss it (no action required). If you create another hard light weapon, the previous one disappears. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Weapon Complexity: The types of weapons you can summon depend on your Intelligence score:
- Simple Melee Weapons: Any score
- Simple Ranged Weapons: 11 or higher
- Martial Melee Weapons: 13 or higher
- Martial Ranged Weapons: 15 or higher
- Firearms: 15 or higher
- Laser Firearms: 17 or higher
Extended Reach: Any weapon created with this feature can be used to make attacks up to 15 feet away from you.
Astral Refuge
Starting at 6th level, when you are hit by an attack roll from any source, you can use your reaction to shift into the Astral Plane until the start of your next turn. While in the Astral Plane, you are removed from the current plane, avoiding the triggering attack or effect. You reappear in an unoccupied space of your choice within 30 feet of where you vanished. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Hard Light Weapon Mastery
Starting at 6th level, when you take the Attack action, you can form a weapon in your hand as part of that action. The weapon still adheres to the restrictions based on your Intelligence score and counts as magical for the purpose of overcoming resistances and immunities. If you have the ability to create a pact weapon, this weapon also counts as your pact weapon.
Additionally hard light melee weapons made with a bonus action are worth considered to be worth at least 1 sp for the purpose of material components for spells such as green flame blade.
Acquisition Specialty
At 10th level, you choose an Acquisition Specialty that shapes the way you harness the power of the planes. Additionally, you gain a +5 bonus to Arcana. Choose one of the following:
Artifact Seizure
You can cast Legend Lore once per day without expending a spell slot. When you cast Legend Lore targeting an item, you also gain knowledge of its general direction and distance, though not its exact location.
Astral Recruiter
You can create a static magical trap in a location you choose. When a humanoid target triggers the trap, they must make a Charisma saving throw against your spell save DC. On a successful save, they are restrained and may repeat the saving throw whenever they take damage, ending the effect on a success. On a failed save, the target is restrained, and while restrained in this way, their home plane is set to Io.
Invasion Vanguard
You can cast a conjuration spell of your choice without expending a spell slot. The spell's level can be up to half your Warlock level (rounded down). You regain this ability after a long rest.
Terraform Architect
You can cast a conjuration spell that creates or summons an object or structure, such as Mordenkainen's Magnificent Mansion, Guards and Wards, or Mighty Fortress. The spell’s duration is doubled. This ritual requires materials worth at least 500 gold pieces, which are consumed in the process.
Call an Aspect
Starting at 14th level, as an action, you can call upon an aspect of Io’s power, summoning a manifestation to assist you based on your chosen Acquisition Specialty. Each manifestation has its own unique function and lasts for a number of hours equal to your Constitution modifier (minimum of 1 hour) or until it is reduced to 0 hit points:
Grand Artifact Seizure
You summon a construct that uses the stat block of a Diviner Wizard. This construct aids you in locating and understanding magical artifacts. Once you use this feature, you can't do so again until you finish a long rest.
Grand Astral Recruiter
You summon an Advanced Detention Drone to aid you in capturing and restraining targets. The drone uses the stat block of an Advanced Detention Drone and follows your commands. Once you use this feature, you can't do so again until you finish a long rest.
Grand Invasion Vanguard
You summon a powerful construct to spearhead your invasion. Choose either a Living Blade of Disaster or a Warforged Titan. The chosen construct appears in an unoccupied space within 30 feet of you and follows your commands. Once you use this feature, you can't do so again until you finish a long rest.
Grand Terraform Architect
You summon a construct that uses the stat block of a Biomancer. This construct assists you in reshaping and influencing the environment. Once you use this feature, you can't do so again until you finish a long rest.







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