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Astralborn


Hit Points

Hit Dice: d8 per Astralborn level
Hit Points at first Level: 8 + Your Constitution Modifier
Hit Points at Higher Levels: 1d8 + Your Constitution Modifier for every level above 1st.

Proficiences

Armor: Sub-Class Dependent
Weapons: Sub-Class Dependent
Tools: Navigator's Tools, one instrument or game set of your choice.
Saving Throws: Wisdom, Constitution
Skills: Choose any three from: Arcana, Insight, Investigation, Nature, Perception, Religion, Stealth and/or Survival.

Overview & Creation

Lore

  You awaken dazed and confused, within a pitch black void full of an ever-consuming nothingness. Soon after you rise, your mind begins playing tricks on you; you begin to hallucinate faces, objects, animals, anything you can think of, perhaps these things were from a previous life, one you do not completely remember if at all. Soon, you begin to hear whispers from the void itself. She whispers into your left ear "So...you're awake little one...good, I was beginning to worry about you." A chill goes down your spine as the smooth, soothing feminine voice shifts to your right ear and again speaks, "I know you're confused my child, but I assure you, with time, everything will start to make sense." You blink and open your eyes to a bright, radiant aura which blinds you, the once pitch black void now full of bright, white light. Within this aura, you see an even brighter source of light of amorphous composition. The feminine voice again speaks, this time originating from the congealed mass of light before you, "Now you must choose, my child. Will you allow your soul to transcend energy itself and coalesce into the brightest of stars? Will you explode into a vast plane of soothing mist? Or will you return to the void behind you and seek it's secrets? Choose carefully my child, once you have chosen, you cannot go back on your actions. Even then, I'm sure you'll do just fine."   The bright aura before you dims and a faint, feminine figure composed of light stands before you. Your eyes dart around the void behind both you and her. Although you cannot see it, you can feel the figure's face grow warm and caring with a smile, "I will not rush you my love, please, take all the time you need. You're safe here," the figure, which towers over you, squats to meet your eyes and lightly cups your lower jaw with both of her hands. You feel her palms transferring warm radiance into your head, it feels soothing, like a mother's loving, warm embrace. Her hands release your head and wrap around you tightly. "I'm sure you'll make me proud."   You close your eyes. You feel like eons have passed before you open your eyes. When you do, you're left alone again within the black void. Three gateways materialize behind you, each equidistant from each other and standing about 10 feet tall by 7 feet wide. The gateway on the right is constructed of iridescent bricks which shimmer in intricate yet colorful patterns; you're certain you've never seen some of these colors before too. Within the inner space of the gateway resides a shimmering portal whose edges extend to the edges of the construct. The portal offers a view into a brightly lit and primarily green, blue and pink nebula with a single pale, blue star at it's center. You hear whispers around you when focusing on the gateway. These whispers are warm and inviting, lulling you into a sense of security.   The gateway to the left is composed of an ever-radiant brimstone brick which envelops the surrounding atmosphere in a warm, orange light and molten mortar which holds the bricks together. From between the cracks of the mortar, a fiery aura radiates slowly and softly. Within the gateway lays a portal similar to the first however, this one focuses on a single deep orange star within the confines of the gateway. The ball of plasma before you seems almost impossibly huge yet still contained by the bounds of the gateway. Again, as you focus on this gateway, whispers begin to radiate around you, this time however, they're slightly louder. The whispers incite confidence, power and resilience.   Finally, the gateway in the middle is composed of shadowy, purple bricks which appear to enter and exit reality seemingly at the same time, the construct itself ejects a shadowy gas into the surrounding area. Unlike the other two gateways, this one does not have a portal and when you focus on it, you hear absolutely nothing. It almost feels as if, when staring down the barrel of this gateway, everything becomes nothing and nothing becomes everything.   You snap back to reality and analyze the three gateways before you before walking into one of your choice and donning the title of "Astralborn"


Class Features

Astralborn

Beginning at 1st level, you must choose one of the three available sub-classes: The firey gateway, "Path of the Stars," the iridescent gateway, "Path of the Nebulous," or the shadowy gateway, "Path of the Void." Upon choosing one of these sub-classes, you may not choose another one later on in your journey you're in for the long run permanently; changing your path is short of divine intervention meaning that not even reality-altering spells such as "Wish" may change your path.   Additionally, your experience within the Astral Realm has permanently changed your morphology. Your metabolism slows to a crawl and your lungs no longer require you to meet their needs. You no longer need to eat or drink and also no longer need to breath but may do either for pleasure or otherwise. When ingesting beneficial foods, you gain their benefit over an extended period of time but at the same level. Potions you ingest are now half as efficient but last twice as long (not including healing potions.) You also suffer from poisons and disease for longer. You are weak to poison damage types and diseases last twice as long as their base. When inflicted with any "poison" status effect (such as those which cause you to take "x" amount of poison damage per turn) you suffer the effects for twice as long as it's base time, for example, if you're poisoned and take 1d4 poison damage at the beginning of each of your turns for the next 3 turns, you instead take 2d4 poison (because of poison weakness) damage for 6 turns.   In addition to all of this, you also learn the "Astral" language. This language is a separate dialect of Celestial. Those who understand Celestial are capable of understanding Astral but may have some trouble doing so. The Astralspeech is mainly composed of the projection of astral runes into 3D space. These runes are magically inert unless being used as a part of a Projection or ritual but may be flavortexted in any way you see fit. For example, your Astralspeech may be composed of projected aurora or composed of dark clouds of nebula whose insides contain a sparse amount of stars; each individual's Astralspeech projections are different and unique and are oftentimes reminiscent of their true personality or a fabricated one.  

Astral Rejuvenation

Upon reaching 20th level, you may spend 8 hours casting an uninterrupted ritual. In order to cast this ritual, you require at least 1 vial of Phoenix blood, one gem whose value is equivalent to 1,000 GP, a handful of Gold Dragon scales and a single bone (any) from a Terrasque which you have slain, aided in slaying or have seen slain as well as 50 GP's worth (or equivalent) of incense which must be burning throughout the entire ritual. During the process of the ritual, you must not be interrupted for 8 continuous hours and must maintain your entire focus on the task at hand, any distraction causes the ritual to fail although the materials will not be consumed. This ritual consists of several, hour-long prayers to the Astral Goddess.   Upon the completion of the ritual, you project your soul into the Astral Plane and meet the Astral Goddess whom greets you warmly and with open arms. She then offers you one of the following:
  • Astral Ring:
  • A blue obsidian ring whose lattice is adorned with white, glistening speckles which emulates the night sky. By focusing on it for an hour, it allows you a single use of the spell "Wish." Once you have used an Astral Ring, it goes dormant, it's white speckles disappearing. The ring recharges once every 4 months when exposed to a night sky when the moon (or moon-like planetoid) is in either it's "New Moon" or "Full Moon" stage. Re-casting this ability and asking for this ring again will reward you with an inert replica of the Astral Ring. This replica never recharges. Your Astral Ring must be attuned to you and worn at all times, if it ever goes more than 1 hour without being worn by you (specifically), it slowly fades out of existence and must be re-obtained via the "Astral Rejuvenation" ritual. The Astral Ring immediately fades out of existence if you permanently die.
  • Astral Gate:
  • A blue-granite statuette of an Astral Gateway. When focused on, it allows you to change your subclass permanently to one of the other two sub-classes listed under this class by offering your own subclass in exchange. When used to change sub classes, the statuette experiences and extremely increased rate of decay and quickly crumbles in your grasp rendering it inert. When used, you may not use another Astral Gate in this manner again until exactly 6 months have passed. When the required amount of time has elapsed, you may recast the "Astral Rejuvenation" ritual to obtain another Astral Gate. You may acquire another Astral Gate before the 6 month cool-down has completed however, the Astral Gate will remain inert until midnight of the day when the 6 months are met.
When you complete this ritual, you may re-choose all of your Astral Projections immediately and are capable of casting them immediately as well.


Starting Equipment

  • (a) One melee weapon which you are proficient in and a shield, or (b) one Light Crossbow and 20 crossbow bolts.
  • (a) One set of Leather armor or (b) one set of Scale Mail.
  • An explorer’s kit and your chosen instrument or game set.

 


Spellcasting

PREAMBLE

Instead of typical spellcasting, Astral Striders draw the power used in their abilities from the very essence of space and time around them; they do not possess traditional magical casting abilities. Instead, they coalesce astral energy to manifest a plethora of different abilities. All of these abilities are considered anomalous in nature rather than magical but are considered magical damage-wise for the sake of simplicity. The "spells" available for an Astral Strider to cast are listed below as the "Astral Strider Spellsheet"    

ASTRAL STRIDER SPELLS

Spells given to an Astral Strider are separated into Tiers. Tiers act the same way as "spell slots" do. Tier 1 Spells are the lowest leveled spells, are generally easy and quick to cast and require little to no Astral Essence to do so. The higher the Tier of spell, the harder these components become.  

Solar Projections

Solar Projections are Astralborn spells which are obtained via level progression while you have the "Path of the Stars" subclass chosen.   Show Spoiler
Gravity Well Time: 1 Action Target: None Duration: Up to 10 minutes (Concentration) Cost: 1 Essence Description: You concentrate on a single point in space within 30 feet of you and create a small gravity well within said space. This gravity well is 5x5x5 feet in dimensions and completely invisible. The gravity well has a base flying speed of 10 feet and may be moved as a bonus action. This gravity well functions similarly to "Telekinesis." When this gravity well moves into a space which an object inhabits it exerts a gravitational influence on it, allowing it to be picked up and moved so long as it follows the limitations of this projection. The object must not be any larger than 5ft in any direction and must not weigh more than 25 pounds. The object may be a currently equipped weapon or item. If you are attempting to move the gravity well into a target to disarm them or otherwise remove an object from their possession, the target may make a Dexterity saving throw whose DC is your Wisdom Score. Upon failing, the object is removed from their possession and is held by the gravity well. Additionally, if they fail the DC or succeed on the saving throw, they are aware of the gravitational anomaly attempting to remove an item from their possession but not necessarily who is controlling or who cast the gravity well. More intricate maneuvers such as removing rings, pouches, armor, etc...from a target is extremely difficult to do due to the gravity well's circular shape and lack of appendages to manipulate objects with, in this case, the target makes their Dexterity saving throw with advantage.   You may passively cast this ability without expending any Essence as a form of flavor-text. In this form, the projection may not extend beyond 5ft away from you and may not pick up an object larger than 1 foot in any direction and heavier than 5 pounds. You may not remove items from another persons/entity's possession in this manner.   Overcharge: By expending 2 additional Essence in addition to Gravity Well's base cost, the range of Gravity Well is increased by 30 feet (centered on you), it's movement speed is increased by 10 feet (flying) and it may now pick up objects who are no bigger than 10ft in any direction and no heavier than 40 pounds. You may re-overcharge your Overcharged Gravity Well by expending an additional 2 Essence as an action, causing your Overcharged Gravity Well to become a single Supercharged Gravity Well.   Supercharged Gravity Wells are 10x10x10 feet in diameter, have a base movement speed of 25 (flying), a base range of 90 feet (centered on you) and are capable of picking up objects whose dimensions are no longer than 15ft in any direction and who are not heavier than 50 pounds. Each time you Overcharge your Supercharged Gravity Well, it gains a single "Gravity" charge. For each Gravity Charge your Supercharged Gravity Well has, it's movement speed is increased by 5 feet, it's base range is increased by 10 feet, it's entity size influence is increased by +5 feet in any direction (to a max of 20ft), it's max entity weight influence is increased by +10 pounds and it's maximum duration is reduced by 1 minute (minimum of 6 seconds or 1 Action). Your Supercharged Gravity Well may only have as many Gravity charges as your current Astralborn level subtracted by 2 (maximum of 10 Gravity Charges). At 10 Gravity Charges, your Supercharged Gravity Well. implodes into an infinitesimally small point in space with infinite gravity, also known as a Singularity. This explodes on the following turn dealing 20d4 force damage to any entity within it's physical space (not range).   Solar Flare Time: 1 Action Target: 1 Entity Duration: Instantaneous Cost: 1 Essence Description: You congeal a ball of solar essence on the surface of your hand and release it in a blinding flash of radiant light. Any entities, friendly or otherwise, within a 10ft radius of yourself must make a Constitution saving throw whose DC is your Wisdom Score. Upon failing, these entities are blinded until the end of their following turn; if they succeed, they successfully close their eyes in time to avoid the projection's blinding effects. Additionally, any entities directly within melee range of you take 1d8 radiant damage.   Overcharge: By expending 2 additional Essence in addition to Solar Flare's base cost, the initial blinding range is increased to 15 feet and any entities who fail the Constitution Save, are now stunned until the end of their following turn. Melee range damage is also increased to 4d4 radiant damage.   Coronal Ejection Time: 1 Action Target: Multiple, Within Range Duration: Instantaneous Cost: 1 Essence Description: You congeal a ball of solar essence on the surface of your hand in a similar manner to "Solar Flare" but instead release it as a blast of solar energy. Any entity, friendly or otherwise, within melee range of you must make a Dexterity Saving Throw whose DC is equivalent to your Wisdom Score. Upon failing, these entities each take 2d6 radiant damage.   Overcharge:    
  • Mass Ejection:
  • By expending 1 Essence in addition to Coronal Ejection's base cost, the damage of Coronal Ejection is increased by 1 die. You may expend multiple Essences at a time to do so but may only expend as many as your Astralborn level subtracted by 2. After every 3 charges, the base cost of Mass Ejection is increased by 1 Essence.
  • Coronal Reach:
  • By expending 2 Essence in addition to Coronal Ejection's base cost, the radius in which Coronal Ejection takes place is increased by 5 feet. You may expend multiple Essences at a time to do so but may only do so as many times as your Astralborn level subtracted by 2 with a maximum of 5 overcharges.
  • Solar Storm:
  • By expending 10 Essence in addition to Coronal Ejection's base cost, you instead create a Solar Storm. This storm is composed of a large cloud of electrically charged plasma centered on you and with a diameter of 30 feet (radius of 15ft) and remains active for 1 minute or until dispelled as a bonus action. Any entity or object (nonmagical), friendly or otherwise, within this area immediately takes 8d4 radiant damage upon it's projection and again at the end of their turns if they remain within the solar storm. As an action, you may channel the electromagnetic energy of the Solar Storm and strike a target within the storm with lightning. If you do so, the target must succeed on a Dexterity saving throw whose DC is equivalent to your Wisdom score or take 4d4 lightning damage, evading all damage upon a successful save. As a bonus action, you may move the solar storm in any direction (including up and down) up to 10 feet. The storm may pass through small openings or objects which are otherwise not "airtight" such as wooden walls composed of wooden planks (please consult your DM on this rule!! <3). You may only project Solar Storm if you are at or above a 12th level Astralborn.
      Solar Shield Time: 1 Action Target: Self Duration: Up to 1 hour (Non-Concentration) Cost: 1 Essence Description: Upon casting this spell, a circular, radiant shield materializes from astral flames onto your offhand forearm (the summoning of this shield does not inflict any debuff or otherwise disorient anyone) . This shield is entirely composed of a hard, luminous essence which appears identical to a small star; it's warm to the touch. While equipped, this shield offers you a +1 to AC. When you are the target of an attack, you may expend a reaction to block with this shield, when doing so, your AC bonus is +2 instead of +1. This shield also emits a radius of bright light within 10 feet and dim light by an additional 10 feet beyond that, this radius of bright light counts as if it were direct sunlight and therefore triggers debuffs such as sunlight sensitivity.   If you cast this Solar Projection and you have a shield equipped, the currently equipped shield becomes wrapped in solar flames and acts as a Solar Shield instead. When Solar Shield ends, your shield returns to normal. If your shield is magical in origin, this projection is momentarily cast before fizzling out (you do not consume essence from a failed casting).   Overcharge: By overcasting this Projection by spending 2 extra Essence in addition to it's base cost, your shield grows increasingly more luminous. Your shield's base AC is now +2 and it's reaction block's AC is +3. Additionally, if you have a single-handed weapon equipped or otherwise have a free hand, any time you take the "attack" action, you may also use a bonus action to shield bash with the Solar Shield. You are proficient in this Strength-based attack which deals 1d4 bludgeoning damage in addition to 1d4 radiant damage. If you make a successful shield bash with an Overcharged Solar Shield, you may expend 1 Essence and force the target to make a Constitution saving throw whose DC is your original shield-bash attack roll. If the target fails, they are stunned until the end of their next turn, if they succeed, nothing happens.
 

Nebulous Projections

Nebulous Projections are Astral Projections which are obtained via level progression while you have the "Path of the Nebulous" subclass chosen.   Show Spoiler
  • Nebular Cocoon:
    • Time: 1 Action
    • Target: Self
    • Duration: 1 hour (non-Concentration)
    • Cost: 1 Nebulous Essence
      • Description: Upon casting this projection, your gaseous ejecta congeals around you in the shape of a cocoon, offering you a form of protection. For the following hour, you may add your Constitution Modifier to your base AC.
        • Overcharge: "Fortify" You expend an extra 3 Nebular Essence in order to further fortify your cocoon. Upon Overcharging this Nebular Projection, your AC becomes your Base AC plus half of your Constitution Score rounded down. This effect lasts for 3 turns in place of Nebular Cocoon's hour and may be projected as an action during your turn so long as Nebular Cocoon is active. Once 3 turns have elapsed, Nebular Cocoon as a whole ends early and must be re-projected. Additionally, fortifying your cocoon requires you maintain concentration throughout it's effects. Casting another Astral Projection or taking damage requires you roll a concentration check- upon failing, your Nebular Cocoon immediately fizzles.
 
  • Nebular Rejuvenation:
    • Time: 1 Action
    • Target: Self, Up to "x" additional friendly entities (Overcharge)
    • Duration: Instantaneous
    • Cost: 1 Nebulous Essence
      • Description: Upon casting this projection, you congeal the surrounding atmosphere onto your skin and feel rejuvenated. You heal 2d6+[Your Medicine Modifier] hit points.
        • Overcharge - "Target": By expending "x" Nebulous Essence upon the casting of Nebulous Rejuvenation, you may target "x" additional friendly entity(s) within 30 feet of you where "x" is equivalent to the amount of times you Overcharge Nebular Rejuvenation in this fashion (Overcast - "Target"). You may only Overcast as many times as allowed by your 3rd/10th level feature, "Nebulous Essence." If you Target Overcharge, you may not Heal Overcharge within the same casting of Nebular Rejuvenation. Target Overcharging is done on the same action as the initial casting of Nebular Rejuvenation. You cannot target yourself multiple times by Target Overcharging and must choose a friendly entity.
        • Overcharge - "Overheal": By expending "x" Nebulous Essence upon the casting of Nebulous Rejuvenation, you may heal yourself an additional "x"d6 hit points on top of Nebular Rejuvenation's base 2d6+[Your Medicine Modifier] where "x" is equivalent to the amount of times you Overcharge Nebular Rejuvenation in this fashion (Overcharge - "Overheal"). You may only Overcharge as many times as allowed by your 3rd/10th level feature, "Nebulous Essence." If you Heal Overcast, you may not Target Overcast. Heal Overcasting is done on the same action as the initial casting of Nebular Rejuvenation.


Subclass Options

Path of the Stars

"The stars call to you, my child. They embrace you with open arms and invite you to bask in their radiance. Soon, the resilience of their stellar engines will become one with you. Do not fear their flames, my child. Become one with them."   im a spoiler

Astral Radiance

Beginning at 1st level when you choose this sub-class, your morphology changes further. Your skin begins to glow slightly as you become pleasantly warm to the touch. Your hair begins to emulate the movements of fire itself, slowly weaving and splitting as it generates heat. Due to your radiance, you gain an innate resistance to fire and radiant damage types and also become almost entirely resistant to extreme heat.   You also gain the following Proficiencies:
  • Armors:
  • Heavy Armor, Shields.
  • Weapons:
  • All Heavy, Two-Handed Weapons (Great Axes, Greatswords, Halberds, etc...), All Hammers, Flails and Morningstars.
 

Solar Essence

Beginning at 3rd level, you begin to tap into a ceaseless spring of stellar power. You call this "Solar Essence" and it's equivalent to your Astralborn level plus half your Constitution score. At 10th level, this becomes your Astralborn level plus your Constitution score. You regain these charges upon the completion of a long rest.   Solar essence allows you to channel stellar energy into castable abilities known as "Solar Projections." In practice, Solar Projections are similar to spells and generally follow similar casting rules. Upon reaching 3rd level, you gain access to 3 Solar Projections of your choice. These Projections are listed beneath the "spells" portion of this class. Once you initially learn your Solar Projections, you know them permanently; you may flavor-text this in any harmless way you see fit. This could take the shape of a spellbook or tattoos written on your skin composed of Astralspeech runes. You may learn an additional Solar Projection every other level up.  

Ability Score Increase

Upon reaching 4th level and once again at 8th, 12th, 16th and 18th levels, you may choose a single Ability Score and increase it by 2 points or two separate Ability Scores and increase them each by 1 point. If you are playing with the "Optional Feats" rule, you may forego an Ability Score Increase and receive a Feat of your choice (which you meet the requirements for) instead.  

Stellar Luminescence

Upon reaching 6th level, your body begins to emit a brighter radiant aura as your internal body temperature begins to skyrocket. You now emit a 15ft diameter area of bright light with an additional 5ft of dim light. Standing within this bright is considered to be standing within sunlight and therefore triggers buffs and debuffs such as "Sunlight Sensitivity." Additionally, any radiant damage you inflict on a target is also considered to be fire damage; you automatically inflict damage which is the most efficient to the attacked entity. For example, if the entity would be weak to radiant damage but resistant to fire damage, they take radiant damage, if they are resistant to radiant damage but not to fire damage, you deal fire damage instead of radiant damage. If the target is neutrally resistant to either fire or radiant damage, you deal radiant damage. If the target is weak to fire damage but neutral to radiant damage, you deal fire damage. Etc....
 

Path of the Nebulous

"Do you feel that, my child? Do you feel the soothing aura of the celestial clouds? Do you feel their embrace, their healing? Do you feel them invigorating your very soul? They're offering you this feeling; offering you the ability to spread it. Allow them to lull you into a sense of security."   im a spoiler

Astral Radiance

Beginning at 1st level or when you choose this subclass, you feel your morphology begin to become somewhat less centralized. Your skin emits a light gas which is safe to breathe. It has a color(s) and smell(s) which are unique to you (you may choose these colors/smells) and is lightly dusted with small pinpricks of light which you believe to be small stars. This gas quickly dissipates upon exiting your body. Additionally, your hair becomes somewhat floaty and always seems to blow very softly irregardless of wind or a lack thereof. Your gaseous and generally incorporeal form causes poisons and diseases to become non-effective causing you to have resistance to poison damage types and immunity to non-magical diseases; when you take poison damage or are considered poisoned, the time does not double as stated by the 1st level Astalborn ability, "Astralborn." This same incorporeal nature however, makes you weak to both Thunder and Force damage types.   You also gain the following Proficiencies:
  • Armors:
  • Light Armor, Shields.
  • Weapons:
  • Any weapon with the "Light" weapon property, Blowdarts.

Nebulous Essence

Beginning at 3rd level, you begin to tap into a ceaseless spring of nebulous power. You call this "Nebulous Essence" and it's equivalent to one fourth (1/4th) your Astralborn level and your Constitution Score rounded down (minimum of 1). At 10th level, this becomes half (1/2) your Astralborn Level plus your Constitution score rounded down. At 18th level, this becomes your Astralborn level plus your Constitution Score. You regain these charges upon the completion of a long rest.   Nebulous Essence allows you to channel a gaseous, nebulous energy into castable abilities known as "Nebulous Projections." In practice, Nebulous Projections are similar to spells and generally follow similar casting rules. Upon reaching 3rd level, you gain access to 3 Nebulous Projections of your choice. These Projections are listed beneath the "spells" portion of this class. Once you initially learn your Nebulous Projections, you know them permanently, you may flavor-text this in any harmless way you see fit. This could take the shape of a spellbook or tattoos written on your skin composed of Astralspeech runes. You may learn an additional Nebulous Projection every other level up.   Nebulous Projections are capable of being "Overcharged," channeling additional Nebulous Essence into your Projection and increasing it's efficiency and power. You may only Overcharge a Nebulous Projection as many times as one quarter of your Astralborn level rounded down (minimum of 1). Upon reaching 10th level, your maximum Overcharge is increased to half of your Astralborn level rounded up (minimum of 1). Overcharging a Nebulous Projection may have specific requirements depending on which Nebulous Projection is used, these requirements are described within the Nebulous Projection in question under it's Overcharge section.  

Ability Score Increase

Upon reaching 4th level and once again at 8th, 12th, 16th and 18th levels, you may choose a single Ability Score and increase it by 2 points or two separate Ability Scores and increase them each by 1 point. If you are playing with the "Optional Feats" rule, you may forego an Ability Score Increase and receive a Feat of your choice (which you meet the requirements for) instead.    

Nebulous Incorporeality

Beginning at 6th level, your body begins to further deviate from it's corporeal nature. The wisps of gaseous matter released by your body begin to plume in a thicker fashion, the colors refracted by the light bouncing off of it becoming increasingly more vibrant; the stars within the gas becoming more numerous and vibrant. Your physical form may not exhibit any changes but may become somewhat transparent in nature or may even become more colorful and vibrant, as per usual, you may flavor-text this as you will but a general rule of thumb is to keep "nebulae" in mind when doing so. Due to your continued incorporeality, you become fully resistant to poison damage types.   In addition to the former, as a bonus action, once per long rest, you may activate "Nebulous Incorporeality" which allows you to, for the following 3 turns, become gaseous in nature. Whenever this ability is active, all attacks made against you are made at disadvantage (if these attacks require you to make Dexterity saving throws, you may roll them with advantage) and you are capable of ending your turn within a friendly entity's tile. Upon the end of these 3 turns, if you are within a friendly entity's tile, you are harmlessly shunted into a tile within 5ft of them; this tile is chosen by you at the end of your turn, doing this causes attacks of opportunity to trigger on you. You are capable of casting Projections while under the influence of "Nebulous Incorporeality."  

Acidic Aura

Beginning at 9th level, you start to learn how to control your incorporeality to better suit your needs. As a bonus action, you may trigger your "Acidic Aura." When triggered, your nebulous plumes billow out in a large 10ft radius centered around you. This aura is active for 3 turns or until you deactivate it as a bonus action. Any enemy entity within this aura takes 1d6 Acid damage upon beginning their turn or entering the aura; any subsequent turn within the aura causes this damage to double; this stacks an unlimited amount of times. While within the aura, enemy entities are considered blinded beyond 5 feet and attack and make saves with disadvantage.   While within this aura, any friendly entities are considered to be obscured behind a thick cloud of fog and therefore, all incoming attacks made against them are made at disadvantage and any attacks that require targeting (such as "Magic Missile") automatically fail without expending a spellslot; friendly entities can see out of the fog as if it were a light mist and therefore receive no detriment.   As a bonus action, you may target one friendly entity within your aura and heal them by 2d6+[Your Con Mod]. By doing so, you take as much damage as you heal therefore sacrificing your own health for their continued survival.   This ability recharges upon the completion of a long rest.  

Improved Incorporeality

Beginning at 11th level your control over your gaseous state becomes far easier. "Nebulous Incorporeality" now recharges upon the completion of a short rest and now lasts up to 6 turns. When triggering "Nebulous Incorporeality" alongside triggering "Acidic Aura," all attacks made against you automatically fail.   Additionally, "Acidic Aura" now lasts 6 turns instead of 3, you may target an additional target for healing and may choose to make one of those (or both) of those targets enemy entities. Enemy entities "healed" by you are instead damaged for 2d6+[Your Con Mod] Acid damage and you take equivalent non-acid damage. Finally, when healing friendly entities with "Acidic Aura," you no longer take equivalent damage, instead taking half damage; you may also choose to heal a selected friendly entity by 2d6+[Your Con Score] causing you to take as much damage; if you do this, you may only target one friendly entity and "Acidic Aura" ends immediately upon the completion of your turn irregardless of time remaining.    

Nebulous Radiance

Beginning at 14th level, your form becomes iridescent and shines with astral radiance. Your form continues to continually shift, the bounds of your shape becoming blurred by the day, your inner organs cease to function yet you remain alive. You gain resistance to Necrotic damage.   As a bonus action, you may become an irradiant beacon of stellar energy- any attack you make which lands deals an extra 1d6 radiant damage for 3 turns. You may use this ability a number of times equivalent to half your Constitution Modifier rounded down per short rest. While this ability is active, any radiant damage dealt pierces resistances and heals you OR one friendly entity of your choice within 30 feet of you for the amount of radiant damage dealt. If this ability were to end, you may expend an extra charge of this ability to prolong it's duration by 3 turns.  

Nebulous Knowledge:

Upon reaching 18th level, you learn the secrets of your path. You now know every Nebulous Projection and are capable of casting them so long as you meet their cost and requirements.  

Nebulous Perfection:

Your body becomes one with the nebulae. Upon reaching 20th level, your maximum Nebulous Overcharge is equal to your Astralborn level and you may cast your Nebulous Projections in half the time with a minimum of 1 bonus action.


Created by

AmethystBeetle.

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