Warlock
Base Class: Warlock

Astral guardians have made contracts of servitude to orders unknown through small, fey-like creatures known as liaisons. Their ultimate goals may vary: they may legitimately wish to further the ideals of good and justice, while others may only desire to preserve balance and in truth not care for the fate of their contracted. In rare cases, others may have nefarious, ulterior motives. Regardless, they often will be in regular contact with their wards, and usually present themselves as helpful (unless their wards are privy to an ulterior motive). Their personalities can vary from colorful and energetic, to mellow and calculating.

Liaisons often look much like normal animals, though may have some features that aren't normal, such as a jewel in the forehead or wings. They can become invisible to all but their wards at will and seemingly will reappear later if killed.

The concept of a guardian is very romanticized, so many young, idealistic adventurers may jump at the chance to contract. Others may see it as an escape to their current condition. Usually, however, the choice to contract comes from being scouted by a liaison.

Guardians are expected to purge what their orders view as evil or chaotic. They inspire others and instill senses of hope, justice, happiness, and safety. Straying from this path won’t often result in retribution from their agents, as Guardians are free individuals still, however their powers may still drain on their own if they fail to do their expected tasks, rather than as direct punishment. In some cases their own life might start dwindling, as their souls are now tied to their borrowed power. They sustain themselves by inspiring others and eradicating the wicked.

Expanded Spell List

The Astral Guardian 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 Guardian Expanded Spells

Spell Level

Spells

1st

find familiar, heroism

2nd

moonbeam, magic weapon

3rd

beacon of hope, conjure barrage

4th

aura of life, staggering smite

5th

dawn, dispel evil and good

Guardian Form

Starting at 1st level, you may undergo a magical transformation of your outfit.

As an action, you may alter your current attire by summoning your guardian form. This outfit can integrate with worn armor, but does not count as armor itself. This cannot be dispelled unless you are incapacitated or killed.

While in your guardian form, you may choose to use your charisma instead of your dexterity to add to your AC modifier. In cases where your armor limits the benefit you may receive from dexterity, this limit instead applies to charisma.

If you are a pact of the blade warlock, you may also summon your weapon with this action.

Until your next turn, any attackers who strike you at melee range must make a constitution save against your spellcasting DC, or suffer 1d6 + your proficiency modifier of radiant damage. This increases to 2d6 + your proficiency at level 10.

Your outfit causes you to stand out more and likely will draw attention in public. Those who do not directly see you transform may not recognize you in your guardian form.

Embodiment of Hope

Starting at 6th level, as an action you may inspire up to 2 intelligent creatures you can see within 60 feet, or one creature and yourself. For the next minute, the affected targets gain advantage on their next action, save, or ability check. This buff ends for the individual once they make a check.  Once you use this feature, you cannot use it again until you have taken a short or long rest.

Guardian Theme

Starting at 10th level, you may select an elemental theme. Select an associated element from the table. You also gain the feature listed, and it does not count against your known spells. (If you are granted a cantrip you already know, it allows you to learn a new one of your choosing.)

Element

Feature

Fire

Immune to the burning condition.

Lightning

Advantage on saves against paralysis. You can emit bright light in a 30 foot radius, which can be toggled as a free action.

Cold

You have advantage on checks versus cold weather, and may walk on water for up to a minute, once per short or long rest.

Acid

Immunity to petrification. Your equipment is immune to corrosion. You have advantage on escaping the grappled or restrained conditions.

Poison

Immunity to poison. You can attempt to remove poison or disease from an ally via a medicine check versus the poison’s DC, or vs 12 if no DC is provided. You may attempt this a number of times equal to your charisma modifier per short or long rest, and have half-proficiency on these checks if not proficient.

Whenever you inflict physical damage (slash, pierce, or blunt), or damage associated with your selected element, you may spend a bonus action to add 1d6 damage of your associated element. If you hit multiple targets with the hit, you may instead roll 1d4 and apply it to all targets affected.

You also gain resistance to damage of this element when you are in your guardian form.

You may change your theme upon leveling up.

Strengthened Elements

Starting at 10th level, whenever you deal elemental damage of your theme against a target that normally resists specifically that damage type, they take normal damage instead. If they are normally immune, they only resist the bonus damage. This does not affect their interaction with secondary effects from the damage type (e.g., a target that is immune to poison will only resist damage from a poison attack, but will not be able to be poisoned still).

This only applies to specific resistances and immunities: it does not apply to creatures that resist or are immune to all but select forms of damage (e.g., silvered weapons).

Signature Move

Starting at 14th level, you may unleash your powerful signature move.

You feel empowered by your friends and prepare your signature move. Upon successfully hitting a target with a spell attack roll, ranged attack, or melee attack, you may initiate your signature move. Roll 5d10, and have all conscious, intelligent allies that can see you roll a d10 as well. Instead of your initial attack’s damage, use the combined totals rolled by you and your allies.

Any allies who rolled a 6 or greater also gain advantage on their next action.

Demonic or infernal creatures must roll a wisdom save versus your spell save DC. A failed save causes this spell to deal double damage. Additionally, this spell will not kill the pure of heart, though it will dispel any curses or mind control on them if it successfully incapacitates them (reduces their HP to 0).

You must complete a long rest before being able to use this ability again.

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