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.