Warlock
Base Class: Warlock

Through years of research you studied it, trying to learn its secrets. Then one night it reached out to you, at least you think so. You heard its voice as it beckoned you, promising enlightenment, all you had to do was to climb the silver rope. And so you climed out and soon you found yourself within the black void lit only by gleaming stars, rocky debris swirling in slow hypnotic patterns. And from this starry void the voice once spoke, congratulating you for your obedience, and as promised you were gifted with powers and knowledge no man or woman could ever dream of achieving in a lifetime. And with it you found that you had gained a strong mental link to the plane.

Still you do not fully know if the Astral Sea truly is alive, yet you have sworn your loyalty towards it and heed the words that float in during your dreams.

Expanded Spell List

The Astral lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Astral Expanded Spells
Spell Level Spells

1st

sleep, Gift of Alacrity

2nd

detect thoughts, Tasha's Mind Whip

3rd

Fortune's Favor, Melf's Minute Meteors

4th

Freedom of Movement, Dimension Door

5th

Geas, Bigby's Hand

Etracorporeal Grasp

Starting at 1st level, your bond with the Astral Sea gives you the ability to extend your mental energy outside your own body, creating invisible astral tendrils up to 30 ft. away from you to open or close unlocked doors or simulate a mild breeze or lift one or more objects of no greater weight than 10 pounds collectively. Additionally you can use them to shove or pull (your choice) a medium or less creature 10ft.

 

Astral Shift

Something something astral projection idk, we'll see what happens

Astral Levitation

At 6th level, through meditation and research your connection with the Astral plane and your own spiritual self grows stronger and you find yourself able to levitate through the air ignoring gravity all by using your mental strength. You gain a flying speed equal to 5ft. + 5ft. times your Int modifier (minimum of 5ft.), and you hover.

this increases to 15ft+ 5ft. times your Int modifier once you reach level 18.

Fortified Mind

Starting at 10th level, you have resistance to psychic damage, and you have advantage against being charmed, frightened or put to sleep through magical or psionic means. Additionally whenever you successfully save, the caster takes 2d8 psychic damage.

Mind Ravage

At 14th level, you point at a single creature within 30ft. of you which you can see, astral tendrils shoot out from your finger phasing through the target's head (or body if it lacks one) the target must make a DC 16 Intellligence saving throw or take 6d8 psychic damage and become Stunned and Blinded until the end of its next turn, on a save the target takes half the damage and is not stunned.

Once you use this feature, you can't use it again until you finish a long rest.

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/26/2021 11:51:31 AM
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Coming Soon

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