Astral Born

As an Astral Born, you draw your magic from the Astral Plane itself, a realm of dreams and thought that borders many others throughout the universe. Perhaps you were conceived in that realm, or your family heirloom is a gem designed to aid astral projection, or you were raised in the vicinity of a planar portal. Regardless of the reason, you find yourself able to tap into the Astral Plane’s physics-defying properties to achieve what others can only dream of.

Level 3: Metaphysical Being

Your physical form has adapted to the dreamlike expanse of the Astral Plane, causing you to shed some of your mortal limitations. You no longer need to eat or drink to sustain yourself and you gain resistance to psychic damage.

Level 3: Spatial Shift

You channel the strange physics of the Astral Plane to bend space when you use your magic. Once per turn when you hit a creature with a spell attack, you can move it up to 5 feet in any direction. Once you reach 2nd level in this class, you can expend any number of your sorcery points when you use this feature to increase the distance you move the creature by 5 feet for each expended sorcery point.

Level 6: Planar Retreat

Your connection to the Astral Plane allows you to instinctively retreat there in moments of great danger. When you would take damage, you can use your reaction to shift to a random but safe location in the Astral Plane, negating the damage. At the start of your next turn, you return to your previously occupied space unless it is now occupied, in which case you appear in the nearest unoccupied space to it.

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

Level 14: Flight of Mind

You gain the ability to fly using only your thoughts, as if you were on the Astral Plane. You have a flying speed equal to your walking speed, and you add a bonus equal to your Charisma modifier to any saving throw or ability check to resist being moved against your will.

Level 18: Astral Storm

You can use an action to become a conduit to the Astral Plane itself, unleashing a barrage of psychic wind and raw thought. When you do, each creature in a 60-foot cone in front of you must make an Intelligence saving throw against your spell save DC. A target suffers 6d10 psychic damage on a failure, or half as much damage on a success. If a creature fails the save by 5 or more, it is also stunned for 1 minute as its mind becomes inundated with a deluge of emotions and lost memories. A stunned creature can attempt the saving throw again at the end of each of its turns, ending the effect on itself on a success.

Once you use this feature, you can’t use it again until you finish a long rest, unless you spend 6 sorcery points to use this feature again.

 


 

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