Fighter
Base Class: Fighter

Astral Scion — Martial/Healer Variant

 Class at a glance

- Role: Martial leader / battlefield healer

- Primary Abilities: Strength or Dexterity (player choice) + Charisma (casting/healing)

- Secondary Abilities: Constitution, Wisdom

- Hit Die: d10

- Proficiencies:

  - Armor: Light armor; Shields

  - Weapons: Simple weapons, Martial weapons; Scion’s Astral Armaments (choose two at 1st level)

  - Saves: Strength, Charisma

  - Skills: Choose three from Acrobatics, Athletics, Intimidation, Knowledge (Planes), Medicine, Perception, Sense Motive, Stealth

- Casting/Resource stats:

  - Astral Invocation Spellcasting ability: Charisma

  - Invocation DC = 8 + proficiency bonus + Charisma mod

  - Attack modifier for Invocations = proficiency bonus + Charisma mod

 Resources

- Ki Pool (martial/healer variant): Base Ki = floor(level / 2) + 3. Actual Ki = Base Ki + Charisma modifier (minimum 1).

  - Ki and Invocation Slots refresh on a short OR long rest.

- Invocation Slots: limited slots usable to cast Astral Invocations (see table). Slots have levels (1st–6th) and are consumed like spell slots.

 Combat basics

- Unarmored Defense: While not wearing armor, AC = 10 + Dexterity mod + Charisma mod. You may use a shield and still gain this benefit.

- Unarmed Strike (Scion): you can use Dex instead of Str for attack and damage rolls for unarmed strikes. Unarmed damage (martial/healer variant):

  - Levels 1–4: 1d6

  - Levels 5–10: 1d8

  - Levels 11–20: 1d10

- Extra Attack: you make two attacks when you take the Attack action beginning at 3rd level.

 Class progression (summary)

- Proficiency Bonus: standard 5e progression (+2 @1, +3 @5, +4 @9, +5 @13, +6 @17)

- ASIs at levels: 4, 8, 12, 16, 19

- Class Bonus Feats: 3, 7, 13 (choose from curated list)

- Invocations Known and slot progression: see table below (condensed).

Compact Level Table — Key Values

Level | Prof. Bonus | Base Ki | Ki w/Cha+3* | Invocation Slots (highest) | Invocations Known | Unarmed Die | Major features

---|---:|---:|---:|---:|---:|---:|---

1 | +2 | 3 | 6 | 1 slot (1st) | 2 | 1d6 | Astral Heritage, Scion's Armaments (2 weapons), Unarmored Defense, Astral Vitality

2 | +2 | 4 | 7 | 2 slots (1st) | 3 | 1d6 | Astral Form (1 Ki), Runic Inscription, Ki Techniques

3 | +2 | 4 | 7 | 2 slots (2nd) | 4 | 1d6 | Extra Attack, choose Aspect of the Seraphic Marshal, Martial Healer

4 | +2 | 5 | 8 | 3 slots (2nd) | 5 | 1d6 | ASI

5 | +3 | 5 | 8 | 3 slots (3rd) | 6 | 1d8 | Empowered Astral Form

6 | +3 | 6 | 9 | 3 slots (3rd) | 6 | 1d8 | Combat Triage

7 | +3 | 6 | 9 | 4 slots (3rd) | 7 | 1d8 | Evasion, Bonus Feat

8 | +3 | 7 |10 | 4 slots (3rd) | 8 | 1d8 | ASI

9 | +4 | 7 |10 | 4 slots (4th) | 8 | 1d8 | Astral Conduit

10 | +4 | 8 |11 | 5 slots (4th) | 9 | 1d8 | Rallying Command

11 | +4 | 8 |11 | 5 slots (4th) | 9 | 1d10 | Astral Leap

12 | +4 | 9 |12 | 5 slots (4th) |10 | 1d10 | ASI

13 | +5 | 9 |12 | 5 slots (5th) |10 | 1d10 | Bonus Feat

14 | +5 |10 |13 | 6 slots (5th) |11 | 1d10 | Field Surgeon

15 | +5 |10 |13 | 6 slots (5th) |11 | 1d10 | Astral Aegis, Diamond Soul

16 | +5 |11 |14 | 6 slots (5th) |12 | 1d10 | ASI

17 | +6 |11 |14 | 6 slots (6th) |12 | 1d10 | Supreme Astral Form

18 | +6 |12 |15 | 6 slots (6th) |13 | 1d10 | Seraphic Mend

19 | +6 |12 |15 | 7 slots (6th) |13 | 1d10 | ASI

20 | +6 |13 |16 | 7 slots (6th) |14 | 1d10 | Divine Embodiment capstone

*Example actual Ki shown for Cha +3. Adjust actual Ki by your Charisma modifier.

 

 

Racial Traits

 

Divine Scion: (Level 1) You have advantage on saving throws against being charmed, and magic can't put you to sleep. You also count as a Celestial for any spell or ability that specifically targets creature types.

 

Warrior's Resolve: (Level 1) You have proficiency in one martial weapon of your choice and one type of armor (light, medium, or heavy). Additionally, when you make a melee weapon attack, you can use your Charisma or Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. You must use the same modifier for both.

 

Echo of Creation (Healing): (Level 1) As a bonus action, you can touch a creature and draw upon the divine essence within you to restore hit points. You restore hit points equal to 1d8 + your Charisma modifier. Once you use this ability, you can't use it again until you finish a long rest.

 

Astral Step (Movement): (Level 2) As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this ability, you can't use it again until you finish a short or long rest.

 

Divine Physique: (1st level), your angelic heritage grants you exceptional physical prowess. Your hit point maximum increases by 1 for each Battle Angel level you gain. Additionally, you are proficient with simple and martial weapons, and with light and medium armor, and shields.

 

Aegis of the Ancestors: (Level 1) When you aren't wearing armor, your AC is 10 + your Dexterity modifier + your Charisma or Wisdom modifier (your choice, must be the same chosen for Warrior's Resolve). You can use a shield and still gain this benefit.

 

Runic Fury: (1st level), you can channel the celestial power within you into a surge of righteous fury. As a bonus action, you can enter a Runic Fury, which lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can also end your Runic Fury as a bonus action.

 

While in Runic Fury, you gain the following benefits:

*   You have advantage on Strength checks and Strength saving throws.

*   When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain Battle Angel levels, as shown in the Runic Fury Damage column of the Battle Angel table.

*   You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

 

You can use this feature a number of times equal to the Runic Fury Charges column in the Battle Angel table. You regain all expended uses when you finish a long rest.

 

Astral Heritage: (Level 1) Your unique lineage grants you a connection to the planar energies. You gain proficiency in Knowledge (Planes) and gain a bonus to Charisma (Persuasion) checks equal to half your Proficiency Bonus (rounded down). You also gain resistance to psychic damage.

 

Astral Vitality: (Level 1) Bonus action — spend 1 Ki to heal a creature within 30 ft for 1d6 + Charisma mod + floor(level/2). Scales modestly with level. (This is the fast combat heal.)

 

Scion's Astral Armaments: (Level1) You are proficient with your unarmed strikes and can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes. Your unarmed strikes deal 1d4 bludgeoning damage. This damage increases as you gain levels (see Unarmed Strike Damage table). Additionally, you can choose one type of martial weapon (e.g., longsword, greataxe). You are proficient with this weapon, and it counts as a "Scion's Astral Armament." When wielding this weapon, you can use Dexterity instead of Strength for attack and damage rolls if it has the Finesse property, or you can use Strength for attack and damage rolls even if it has the Finesse property (your choice).

 

Unarmored Defense: (Level 1) While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit if you choose.

 

Ki Pool: (Level 1) You gain a pool of Ki points equal to 2 + your Charisma modifier. Your Ki pool increases as you gain levels (see table). You regain all expended Ki points when you finish a short or long rest. You can spend Ki points to fuel certain class features.

 

Astral Invocations: (Level 1) You begin to manifest your inherent planar power through Runic Inscriptions. You learn a number of Astral Invocations as noted in the table. Your spellcasting ability for Astral Invocations is Charisma. You use your Proficiency Bonus for your Astral Invocation attack rolls and Charisma (Spell Save DC = 8 + Proficiency Bonus + Charisma modifier). You have a limited number of "Invocation Slots" per short or long rest, representing the strain of manifesting these powerful runes.

 

Fighting Style: (2nd level), you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

 

*   Defense: While you are wearing armor, you gain a +1 bonus to AC.

*   Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

*   Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

*   Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

 

Runecraft: (2nd level), you learn to inscribe divine runes onto yourself or your equipment. You learn two Runecraft Inscriptions of your choice (see "Runecraft Inscriptions" below). You learn one additional inscription at 6th, 10th, 14th, and 18th level.

 

You can use Runecraft Inscriptions a number of times equal to your Dexterity modifier (minimum of one). You regain all expended uses when you finish a long rest.

 

The save DC for your Runecraft Inscriptions is 8 + your proficiency bonus + your Dexterity modifier.

 

Runic Inscription: (Level 2) When you use an Astral Invocation, you must physically trace a shimmering rune. This can be on your body (e.g., a glowing symbol on your palm), on your weapon, or on a surface within reach. The rune glows for the duration of the invocation, or until its effect is expended. If you are unable to move your hands or body to trace the rune, you cannot cast Astral Invocations. Invocations cast this way do not require Verbal or Material components unless specified. Some Invocations may consume the rune upon activation.

 

Ki Techniques: (Level 2) You gain access to basic Ki techniques.

    * Patient Defense: As a bonus action, you can spend 1 Ki point to take the Dodge action.

    * Step of the Wind: As a bonus action, you can spend 1 Ki point to take the Disengage or Dash action. Your jump distance is doubled for the turn.

 Martial Archetype (Level 3)

Martial Healer: (Level 3) When you hit with Scion Armament, you may spend 1 Ki to heal yourself or an ally within 30 ft for half the damage dealt + Charisma mod (reaction to resolve immediately).

 

Tactical Field Medic: (Level3) proficiency in Medicine, an extra 1st-level healing Invocation known, and minor defensive bonuses on targets you heal.

 

Angelic Aspect: (3rd level), you choose an Angelic Aspect that shapes your divine powers: Aspect of the Valkyrie or Aspect of the Protector. Your choice grants you features at 3rd level and again at 7th, 13th, and 17th level.

 

Celestial Vigor: (Level 3) You have resistance to radiant damage and necrotic damage.

 

Bonus Feat: (Level 3) You gain a bonus feat from a curated list, reflecting your early specialization. Choices include: Improved Unarmed Strike, Weapon Focus (Scion's Astral Armament), Combat Reflexes, Shield Proficiency (if not already proficient), Toughness.

 

Ability Score Improvement: (4th level), and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

 

Astral Blade Mastery: (Level5) You have mastered the art of infusing your melee and thrown attacks with astral energy. Your unarmed strikes and thrown weapons deal an additional 1d4 force damage. Additionally, when you hit a creature with a thrown weapon, you can use your reaction to teleport to an unoccupied space within 5 feet of the target.

 

Extra Attack: (5th level), you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

Battle Cry of the Valkyrie: (Level 5, once per Short or Long Rest) As a bonus action, you can let out a mighty battle cry. Choose up to three allies within 30 feet who can hear you. They gain temporary hit points equal to your proficiency bonus + your Charisma or Wisdom modifier (your choice), and their next successful weapon attack deals an additional 1d6 radiant damage.

 

Combat-Hardened Leadership: (Level 6) mark an ally; transfer damage to heal that ally via your reaction and Ki in clutch situations.

 

Combat Triage: (Level 6) Action — spend 2 Ki to stabilize and heal an unconscious creature for 1d8 + Charisma (scales +1d8 at 11/17).

 

Empowered Fury: (6th level), your Runic Fury grows more potent. While in Runic Fury, your melee weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

 Martial Archetype Feature (Level 7)

Evasion: (Level 7) When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can only use Evasion if you are not wearing heavy armor.

Bonus Feat: (Level 7) Gain a bonus feat from a curated list, reflecting your growing mastery. Choices include: Dodge, Mobility, Combat Expertise, Deflect Arrows, Improved Critical (Scion's Astral Armament).

Ability Score Improvement: (Level 8) Increase one ability score by 2, or two ability scores by 1.

Astral Conduit: (Level 9) You can now channel elemental energy through your Scion's Astral Armament. When you hit a creature with an attack using your Scion's Astral Armament, you can spend 1 Ki point to deal an additional 1d6 damage of a chosen elemental type (acid, cold, fire, lightning, thunder) or force damage. This damage increases to 2d6 at level 17.

Celestial Resolve: (9th level), you are immune to being frightened.

Martial Archetype Feature (Level 10)

Purity of Body: (Level 10): You are immune to disease and poison.

 

Blessed Runes: (10th level), your understanding of runecraft deepens. You can now use your Runecraft Inscriptions a number of times equal to your Dexterity modifier + your proficiency bonus (minimum of one).

 

Rallying Command: (Level 10) Bonus action spend 2 Ki to give allies within 30 ft temp HP = 2d6 + Charisma mod for 1 minute or survival mechanics when you would be dropped to 0 HP; save-and-rally effect.

 

Improved Extra Attack: (11th level), you can attack three times, instead of once, whenever you take the Attack action on your turn.

 

Ability Score Improvement: (Level 12) Increase one ability score by 2, or two ability scores by 1.

 

Bonus Feat: (Level 13) Gain a bonus feat from a curated list, reflecting your advanced training. Choices include: Greater Weapon Focus (Scion's Astral Armament), Spring Attack, Stand Still, Improved Critical (Unarmed Strike), Defensive Combat Training.

 

Field Surgeon: (Level 14) When you heal with an Invocation or Astral Vitality, spend 1 Ki to remove one condition (blinded, deafened, poisoned, stunned, or paralyzed as GM allows).

 

Divine Resistance: (14th level), you gain resistance to radiant damage and necrotic damage.

 

Inspiring Vanguard: (Level 14) allies in 30 ft recovering 1 HP at start of turn if below half; Rallying Command improved.

Martial Archetype Feature (Level 15)

Diamond Soul: (Level 15) You gain proficiency in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Ki point to reroll it and must use the new roll.

 

Unyielding Spirit: (15th level), when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

 

Divine Strike: (Level 15) Once per turn when you hit a creature with a weapon attack, you can choose to deal an extra 2d8 radiant damage to the target. This damage increases to 3d8 at level 20.

 

Ability Score Improvement: (Level 16): Increase one ability score by 2, or two ability scores by 1.

 Martial Archetype Feature (Level 18)

Seraphic Mend (Level 18) Action — spend 6 Ki + Invocation slot to heal up to 5 allies within 30 ft for 6d8 + Charisma; grants additional effects per higher investment.

 

Ascendant Fury: (18th level), your Runic Fury becomes an even more terrifying force. While in Runic Fury, you gain an additional 10 feet of movement speed, and once per turn, when you hit a creature with a melee weapon attack, you can choose to deal an extra 1d8 radiant damage to the target.

 

Ability Score Improvement: (Level 19): Increase one ability score by 2, or two ability scores by 1.

 

Warden of the Host: (Level 20) lowers Seraphic Mend cost and grants healed allies fast healing 1 for 1 minute.

 

Archangel's Aegis: (20th level), you become a true champion of the divine. You can use your Runic Fury feature an unlimited number of times. Additionally, while in Runic Fury, you have resistance to all damage types.

 

Divine Physique: (Level 20) The Battle Angel's physical form is a masterpiece of divine engineering. Their skin is as tough as tempered steel, their muscles like coiled springs of mythic power. They possess a natural armor bonus equal to their Charisma modifier. Their Strength, Dexterity, and Constitution scores cannot be reduced below 20 by any mundane or magical means.

 

Aegis of Olympus: (Level 20) The Battle Angel is cloaked in an invisible field of divine protection. They gain a +5 deflection bonus to AC and a +5 resistance bonus on all saving throws. Additionally, they have Spell Resistance equal to 30 + their Divine Rank.

 

Heaven's Fury: (Level 20) When a Battle Angel makes a successful melee or ranged attack, they can choose to add an additional 4d6 damage of a chosen type (Radiant, Thunder, or Cold) once per round. This damage bypasses all forms of damage reduction and resistances.

 

Warrior's Lore (Ex): (Level 20) Battle Angels possess an innate understanding of martial combat, tactics, and history. They gain proficiency in all martial weapons and armor. They also gain proficiency in History, Athletics, and Intimidation skills, and their proficiency bonus for these skills is doubled (Expertise).

 

Valhalla's Call (Su): (Level 20) As a standard action, a Battle Angel can let out a mighty battle cry, inspiring allies and striking fear into foes. All allies within 60 feet gain advantage on attack rolls and saving throws for 1 minute. All enemies within 60 feet must succeed on a DC 25 Wisdom save or be Frightened for 1 minute. This ability can be used once per short rest.

 

Amazonian Grace (Ex): (Level 20) Despite their large size and heavy armor, Battle Angels move with incredible agility and precision. They ignore all movement penalties from difficult terrain and heavy armor. They also have advantage on Dexterity (Acrobatics) and Dexterity (Stealth) checks.

 

Divine Smite (Su): (Level 20) Once per turn, when a Battle Angel hits a creature with a weapon attack, they can expend a bonus action to infuse the attack with divine energy. The attack deals an extra 6d8 radiant damage to the target. This damage increases to 8d8 if the target is a fiend or undead. This ability can be used a number of times per long rest equal to their Charisma modifier.

 

Celestial Regeneration (Su): (Level 20) A Battle Angel regenerates 10 hit points at the start of each of their turns if they have at least 1 hit point. If they take acid or necrotic damage, this trait doesn't function at the start of their next turn.

 

Echoes of the Pantheon (Sp): (Level 20 ) Battle Angels can channel minor divine spells. They can cast *Divine Favor*, *Shield of Faith*, *Spiritual Weapon*, and *Crusader's Mantle* at will, without expending spell slots or material components. These spells are cast at 5th level. They can also cast *Heal* and *Dispel Magic* three times per day each, at 9th level. Their spellcasting ability is Charisma.

 

True Champion's Resolve (Ex): (Level 20 ) A Battle Angel is immune to effects that would turn them against their allies or compel them to act against their will (e.g., charm, compulsion, dominate person). If they would be reduced to 0 hit points, they can choose to drop to 1 hit point instead. This ability can be used once per long rest.

 

Echoes of Valhalla: (Level 25 - Epic Tier) Your critical hit range with melee weapon attacks expands by 1 (e.g., a 20 becomes 19-20). Additionally, when you score a critical hit, you regain hit points equal to half the radiant damage dealt by your Divine Strike feature.

 

Immortal Guardian's Presence: (Level 30 - Mythic Tier) You gain immunity to the frightened and charmed conditions. Once per long rest, as an action, you can project an aura of divine protection in a 30-foot radius for 1 minute. Allies within this aura gain advantage on all saving throws.

 

Bonus Feats (to choose from, sample list)

- Quick Combat Medic: Once per short rest, use Astral Vitality as a free action (others as normal).

- Weapon Specialization (Scion’s Armament): +1d4 damage with chosen Scion weapon (scales at higher tier).

- Rapid Redeploy: Use Astral Leap reaction to intercept and become target of attack (teleport to ally and take attack).

- Martial Benediction (Signature Feat — Prereq Scion 8, Cha 15+): +1 Cha; increases Martial Healer healing by +1d6; optional redirecting heal-to-temp-HP effect once per short rest.

Legendary power

 

  1. Ancestry Feature: Celestial Aegis

    When you or an ally within 10 feet takes damage, you can use your reaction to reduce that damage by an amount equal to your proficiency bonus + your Charisma or Wisdom modifier (your choice). You can use this feature a number of times equal to your proficiency bonus per long rest.

 

  1. Ancestry Feature: Divine Retribution

    When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to make one melee weapon attack against that creature. If this attack hits, it deals an additional 1d10 radiant damage. This damage increases to 2d10 at character level 10, and 3d10 at character level 20.

 

  1. Ancestry Feature: Ancestral Battle Trance

    As a bonus action, you can enter a battle trance for 1 minute. While in this trance, you gain advantage on Strength (Athletics) checks and your melee weapon attacks deal an additional 1d4 damage (this damage is the same type as the weapon). You also have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks. You can use this feature once per long rest. (Level 5+)

 

  1. Ancestry Feature: Heavenly Charge

    If you move at least 20 feet in a straight line towards a creature and then hit it with a melee weapon attack on the same turn, that creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can only attempt to knock a creature prone once per turn with this feature (Level 8+)

 

  1. Ancestry Feature: Divine Manifestation

    Once per long rest, as an action, you can briefly manifest the full glory of your celestial lineage. For 1 minute, you emanate bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures of your choice that start their turn within the bright light radius take 2d6 radiant damage. Additionally, you gain a +2 bonus to your AC, and your melee weapon attacks deal an extra 1d6 radiant damage. (Level 12+)

 

 

 

Runecraft Inscriptions

 

Rune of Swiftness: As a bonus action, you can touch a creature (which can be yourself) and grant it an extra 10 feet of movement speed until the end of its next turn.

 

Rune of Mending: As an action, you can touch a creature and restore a number of hit points equal to 1d8 + your Dexterity modifier.

 

Rune of Guidance: As a reaction when a creature you can see within 30 feet makes an ability check or attack roll, you can grant them a +1 bonus to that roll.

 

Rune of Shielding: As a reaction when you or a creature within 5 feet of you takes damage, you can reduce the damage taken by 1d6 + your Dexterity modifier.

 

Rune of Smite: When you hit a creature with a weapon attack, you can choose to deal an additional 1d6 radiant damage to the target.

 

Rune of Warning: As a bonus action, you can designate a creature you can see within 30 feet. Until the start of your next turn, the first time that creature makes an attack roll, it has disadvantage.

 

Rune of Binding: As an action, you can target one creature within 30 feet that you can see. The target must succeed on a Strength saving throw or its movement speed is reduced by half until the end of its next turn.

 

Rune of Valor: As a bonus action, you can inspire yourself or an ally within 30 feet. The target gains temporary hit points equal to your proficiency bonus.

 

1st Level Invocations:

Astral Shove: (Action, 1st-level slot) You trace a pushing rune on your hand. Make a melee spell attack against a creature within 5 feet. On a hit, the target takes 1d8 force damage and must succeed on a Strength saving throw or be pushed 10 feet away from you.

 

Resonance Shield: (Bonus Action, 1st-level slot) You trace a protective rune on your arm. You gain a +2 bonus to AC until the start of your next turn.

 

Minor Planar Insight:(Action, 1st-level slot) You trace an eye rune on your forehead. You gain advantage on your next Perception or Knowledge (Planes) check made within the next minute.

 

Elemental Brand: (Action, 1st-level slot) You trace an elemental rune on your weapon. For 1 minute, your weapon attacks deal an additional 1d4 elemental damage (acid, cold, fire, lightning, or thunder, chosen when cast).

 

Touch of Stars: (Touch, 1-level slot) Instant, You restore 1d6 + Charisma modifier HP to one creature you touch. If you expend 1 Ki instead of a slot, increase healing by +1 (flat).

- At higher slot levels: increase by +1d6 per slot level above 1st.

2nd Level Invocations:

Astral Bindings: (Action, 2nd-level slot) You trace binding runes in the air. Choose one creature within 30 feet. It must succeed on a Wisdom saving throw or its speed becomes 0 until the end of its next turn. As a bonus action on your subsequent turns, you can expend 1 Ki point to maintain the effect on a creature.

 

Warden's Call: (Action, 2nd-level slot) You trace a protective circle on the ground. For 1 minute, allies within 10 feet of the rune gain a +1 bonus to AC. Requires concentration.

 

Blinding Flash: (Action, 2nd-level slot) You trace a starburst rune. Creatures in a 15-foot cone must succeed on a Constitution saving throw or be blinded until the end of their next turn.

 

Stabilizing Rune: (Action, 2 level slot) 1 minute, Choose one creature within range. The target gains temporary HP equal to 1d6 per two Astral Scion levels (minimum 1d6) + Charisma modifier. While the temp HP lasts, the target has advantage on the next saving throw against a condition. If you expend 1 Ki in addition to the slot, increase temp HP by +1d6 per two Scion levels.

- At higher slot levels: add +1d6 per slot level above 2nd.

Mend Wounds: (Action, 2 level slot) Instant, If used as part of Martial Healer (attack-triggered), reduce Ki cost by 1

- At higher slot levels: +1d8 per slot level above 2nd.

3rd Level Invocations:

Planar Anchor: (Action, 3rd-level slot) You trace an anchor rune on the ground. For 1 minute, creatures within 20 feet cannot be teleported or move to another plane of existence by any means unless they succeed on a Charisma saving throw against your DC. Requires concentration.

 

Astral Barrier: (Action, 3rd-level slot) You trace a shimmering wall rune. Create a transparent wall of force 15 feet long, 10 feet high, and 1 foot thick. It lasts for 1 minute. Requires concentration.

 

Celestial Smite: (Bonus Action, 3rd-level slot) You trace a divine rune on your weapon. Your next successful weapon attack deals an additional 4d6 radiant damage.

 

Surge of the Queen: (Action, 3 level slot) 30 ft range, Instant, Heal up to three creatures within range for 3d8 + Charisma modifier each. Spend 1 additional Ki to heal one additional creature for the same amount (max five).

- At higher slot levels: +1d8 per slot level above 3rd.

Purifying Rune: (Action, 3 level slot) Touch, Instant, Remove one disease or non-magical poison affecting a creature and grant advantage on its next saving throw. If the ailment is magical, the Invocation suppresses it for 1 minute (requires successful Charisma (Invocation) check vs GM-set DC for higher-tier magics).

- At higher slot levels: additionally remove one minor condition (e.g., blinded) per slot level above 3rd (GM adjudication).

4th-Level Invocation

Seraphic Intervention: (Reaction, 4 level slot) 30 ft, Instant, Prevent the triggering ally from being reduced to 0 HP; instead restore them to 6d8 + Charisma HP. The healed ally is immune to being reduced again by damage for 1 round.

- At higher slot levels: +1d8 per slot level above 4th.

5th-Level Invocation

Mass Mend: (Action, 5 level slot) 30 ft, Instant, Heal up to six allies within 30 ft for 4d8 + Charisma modifier each and remove one common condition (poisoned, stunned, blinded, deafened, or knocked prone) from each target (GM discretion). Spending an additional 2 Ki increases heal by +2d8 and allows removal of one magical condition of low potency (GM adjudicates).

- At higher slot levels: +1d8 per slot level above 5th.

 

Angelic Aspects

 

Battle Angels choose a specific path, enhancing their natural abilities with divine purpose.

 

Aspect of the Valkyrie

Battle Angels who follow the Aspect of the Valkyrie are swift, decisive warriors who inspire their allies and strike down foes with divine precision. They embody the fierce, guiding spirit of legendary celestial champions.

 

Inspiring Presence

At 3rd level, your presence on the battlefield emboldens your allies. While you are in Runic Fury, friendly creatures within 10 feet of you (including yourself) gain temporary hit points equal to your proficiency bonus at the start of each of their turns.

 

Celestial Leap

At 7th level, your divine energy allows you to move with unnatural agility. While in Runic Fury, your jumping distance is tripled, and you can use your reaction to reduce any fall damage you take by an amount equal to five times your Battle Angel level.

 

Valkyrie's Charge

At 13th level, when you move at least 10 feet in a straight line and then hit a creature with a melee weapon attack on the same turn, that creature must succeed on a Strength saving throw against your Runecraft DC or be knocked prone. While you are in Runic Fury, you can use this feature once per turn without expending a Runecraft use.

 

Wings of the Ascendant

At 17th level, you can manifest spectral wings while in Runic Fury. You gain a flying speed equal to your walking speed. These wings last until your Runic Fury ends. Once you use this feature, you can't use it again until you finish a short or long rest.

 

Aspect of the Protector

Battle Angels who follow the Aspect of the Protector are bulwarks against evil, shielding their allies and drawing the ire of their enemies. They are immovable defenders, their divine power focused on guardianship and resilience.

 

Divine Ward

At 3rd level, your divine essence protects those around you. While you are in Runic Fury, any friendly creature (including yourself) within 10 feet of you gains a +1 bonus to their AC.

 

Sentinel's Wrath

At 7th level, your protective instincts are amplified. While you are in Runic Fury, when a creature you can see within 5 feet of you attacks a target other than you, you can use your reaction to make one melee weapon attack against the attacking creature.

 

Aegis of Light

At 13th level, as a bonus action, you can choose one friendly creature within 30 feet of you. Until the start of your next turn, that creature gains resistance to all damage types. You can use this feature a number of times equal to your Dexterity modifier (minimum of one) per long rest.

 

Immovable Guardian

At 17th level, while you are in Runic Fury, you cannot be moved against your will by any effect, and you have advantage on saving throws against being grappled or restrained. Additionally, any creature that starts its turn grappled by you takes radiant damage equal to your Battle Angel level.

 

 

[Class Assignment: Level 10 Rogue]
Core Attributes:
- Athletics
- Stealth
- Perception
- Acrobatics

[Abilities Unlocked:]
- Sneak Attack: Rends armor and bone when foes falter or allies flank.
- Weapon Mastery: Dictate skirmishes with the staccato roar of an automatic rifle or battleaxe.
- Cunning Action: Your thoughts become actions—dash, hide, vanish in a heartbeat.
- Steady Aim & Skirmisher: Equally deadly at range or in melee.

[Survivalist Instincts:]
Your prowess in Nature and Survival doubles.

[Special Skills:]
- Cunning Strike: Poison, trip, or escape instantly after a strike lands.
- Uncanny Dodge & Evasion: Threats glance off you like raindrops on steel.

[Celestial Heritage:]
You draw power from beyond mortal realms. Celestial ichor knots your veins, granting you endurance in hostile wastes, the spark of astral magic, and rapid healing that mocks mortal wounds.
Empathy & Guardianship: Burn strong in your heart, honed by the Lumen-Runecraft of your Battle Angel forebears.

[Feats Unlocked:]
- Athlete
- Thrown Arms Master
- Dual Wielder

Martial Healer

Martial Healer: (Level 3) When you hit with Scion Armament, you may spend 1 Ki to heal yourself or an ally within 30 ft for half the damage dealt + Charisma mod (reaction to resolve immediately).

Evasion

Evasion: (Level 7) When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can only use Evasion if you are not wearing heavy armor

Purity of Body

Purity of Body: (Level 10): You are immune to disease and poison.

Unyielding Spirit

Unyielding Spirit: (15th level), when you are reduced to 0 hit points but not killed outright, you can choose to drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Seraphic Mend

Seraphic Mend (Level 18) Action — spend 6 Ki + Invocation slot to heal up to 5 allies within 30 ft for 6d8 + Charisma; grants additional effects per higher investment.

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