Base Class: Fighter
Astral knights use magical power to aid them in battle. One hand holding a sword, the other hand is with a magic circle, Astral knights blast columns of light to bring destruction upon their foes. Protected by magic while wearing no armor, astral knights can lend a hand and bring victory to their allies. Astral knights have not been seen too often, going on solo quests and most astral knights come back with tremendous rewards. Their magic abilities are unfathomable and their martial skills are powerful, astral knights are seen as an angel on the battlefield, cleaving enemies and disappearing after the battle.
Astral Blast
The astral knight uses his magic circle, blasting a 100 feet long and 10 feet wide column towards the enemy, dealing 1d10 damage + INT modifier + Spell Attack Bonus. In order to survive the attack, opponents must make a DEX saving throw + CON saving throw (DC 35). If failed, opponents take full damage, if save success, opponents take Halved damage subtracted by INT modifier. Upon level 10, the damage of the blast reforms from 1d10 + INT modifier + Spell Attack Bonus to 1d12 + INT modifier + Spell Attack Bonus. Upon level 16, the damage increases to 2d12 + INT modifier + Spell Attack Bonus. This counts as a bonus action. This feature can be used once per long rest until you reach level 12, then you can use this feature twice every long rest.
Stellar Mastery
Upon reaching level 10, you gain capable mastery of your galactic powers. If you are not wearing armor, you gain unarmored defense. You will not gain this effect even if you wore a shield or light armor. You will also gain the benefit of choosing a spell of the Wizard's list of cantrip spells. From this level on, you will gain 2 hit points per level.
Marvelous Enhancement
When you reach level 15, you have the ability to enhance your weapons. You can deal extra 1d6 damage (14th) and the enhancement will be increased ( 17th - 1d8/20 - 1d10). The enhancement will only last one hour, and you can enhance your weapons one weapon per hour.
Celestial Force
You can attack out of your turn when reaching level 18. When the opponent targets you or your ally, you can make a DEX saving throw (DC 14) and block the attack or attack your opponent. You can also make an INT saving throw (DC 14) to predict the next move of your opponent. You no longer need to rest, all of your abilities are infinite and ready to use. You additionally gain the ability to live without food and water, but can still die of wounds/poison/spells/attacks and/or sickness and old age.
A Born Star
When you pick up this archetype, you gain magical benefits. When the opponent hits you with a weapon, you can make an INT saving throw + DEX saving throw ( DC 20) to break the weapon to pieces. If you fail, you will be attacked. This can be used once per long rest. You can heal yourself and your allies without a short/long rest by making a WIS saving throw (DC 13). This will help regenerate 10 hit points. When you reach level 5, the hit points will increase to 18 hit points, level 12 will increase to 23 hit points, and level 16 will increase 37 hit points. This can be used once per long rest. You also gain one special action at this level, and one at the fourth level. You gain a flying speed of 30 feet.
Previous Versions
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