Base Class: Warlock
Your patron is a mighty being who has ties to celestial bodies or the Astral Plain. Your patron may reside in the Astral Sea, or has ties to a specific heavenly body, such as a star, moon, nebula or comet. Your pact with this being allows you to harness cosmic strength and radiance, and harness some of the power of the cosmos.
Making such a pact with a cosmic being can change your beliefs, behavior, and even your appear ce. You might feel driven to travel throughout the Astral Sea, protect a specific celestial body, protect cosmic portals and travelers, or wish to unravel the mysteries of the universe or astrology. At times, you might find yourself longing to travel amongst the stars and planets for eternity. Yet, your pact is tied to ensuring the protection of the cosmos and those who wish to travel through it.
Quirks of the Astral
Ever since making a pact with a higher being of the cosmos, you have acquired odd behaviors or traits.
Consider the following quirks when creating a warlock under the Astral. You may choose any number of quirks, or roll a d12 on the Astral Quirks Table.
Astral Quirks Table
d12 Quirks
- You have runic designs or tattoos across your body that resembles moons, starts, comets, or astrological or astronomical symbols.
- You appear more lively and chipper when stars, suns or moons are easy to see.
- Your eyes often glow with celestial light.
- When you cast certain spells tiny little motes of light, planetary rings or cosmic gases briefly swirl around you.
- When running or moving at a fast speed, a comet tail follows you for a moment.
- Your body feels strangely warm or cold to the touch.
- While sleeping, you appear to levitate, floating just slightly off of the ground.
- You believe in and study astronomical philosophy and meaning.
- Threads of dim starlight cover your body.
- You view time in a much grander scale, viewing events and actions on a cosmic scale.
- Small motes of light often dance around you in moment of strong emotions.
- Your skin, fur, scales or hair seem to shine while in bright light.
(Subclass created by u/Yorviing on Reddit)
Astral Knowledge
At 1st level, your connection to heavenly bodies and the Astral Plane has provided you with special knowledge. Whenever you make an Intelligence (Nature) check related to stars, constellations, and other celestial bodies, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
In addition, you learn the dancing lights cantrip. This cantrip is a warlock cantrip for you, and does not count against your number of cantrips known.
Awestruck Starlight
Beginning at 1st level, you have learned how to embue your spells with the brilliance of stars and moons, the fire of blazing suns or the cold void of space. Whenever you deal damage with a warlock cantrip, you can choose to deal cold, fire, or radiant damage instead of normal damage.
You also acquire the ability to surround yourself with dazzling starlight. As an action, you can begin radiating bright light for 5 feet, and dim light for 10 feet beyond that. A creature that starts its turn within the bright light shed by you and can see you must succeed on a Constitution saving throw against your warlock spell save DC, or be charmed by you until the end of your next turn. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see you until the end of your next turn. If the creature looks at you in the meantime, it must immediately make the saving throw.
Once you activate this feature, you cannot do so again until you finish a short or long rest.
Brilliant Burst
Starting at 6th level, you acquire the resilience of a celestial body. You gain resistance to radiant damage.
You can also call upon the brilliant light of the cosmos for defense. When a creature within 60 feet of that you can see targets you with an attack, you can use your reaction to force the attacker to make a Constitution saving throw against your warlock spell save DC. On a failed save, the attacking creature is blinded until the end of its next turn.
Once you use this feature, you can't use it again until you take a short or long rest.
Amongst the Cosmos
At 10th level, your connection to the heavens and space has granted you additional abilities for observing and traversing under the stars. You can't be blinded, and you do not need to eat or breathe, but you can ingest food and drink if you wish.
Additionally, whenever you can see the open sky at night, or are in the Astral Plane, you can determine your precise location and can't become lost.
Descent of Stars
Starting at 14th level, you can call down the wrath of the heavens upon your enemies. As an action, you can create a 40-foot-radius, 60-foot-high cylinder of an artificial starfilled night sky centered on you. This artificial night sky lasts until the end of your next turn, during which time the area within the cylinder is considered darkness.
When the cylinder of the star-filled night sky first appears, all hostile creatures in it must make a Dexterity saving throw against your warlock spell save DC, taking 6d10 radiant damage on a failed save, or half as much on a successful one as the stars descend from the sky to crash into them. A creature that fails the saving throw takes another 3d10 radiant damage at the beginning of its next turn as the star's energy continues to burn them.
Once you use this feature, you can't use it again until you take a long rest.
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Posted Jul 20, 2020I had brought this Subclass from a user called u/Yorviing over on r/UnearthedArcana on Reddit.
Since he had put spells that are not from the Basic Rules, I had to change some things.
If you wish to use the original set:
Spirit Guardians -> Melf's Minute Meteors
Ice Storm -> Sickening Radiance
Cone of Cold -> Dawn