Astral Caller in The Skyrunner Tribe | World Anvil

Astral Caller

The elements that carve form into the universe are fluid forces of nature. Some beings seek to bend the power of these natural elements to their will. Druids, however, worship the protecting spirits of nature. Long ago, nature’s equilibrium was thrown out of balance, leaving the world vulnerable to catastrophic events, including the first invasion of the Burning Legion. By leveraging the sacred powers of the moon, the sun, and the stars, balance druids access arcane and nature magics—made more potent still through shapeshifting, when the spellcaster takes the form of the moonkin—to aid in the fight against imbalance that threatens the natural order of all things. -Wowpedia
 

Current Characters

Magic Group: Balance

 

Alignment of the Stars

An Astral Caller is a being of precise timing and balance. The phases of the moons and stars govern their thinking as they attempt to use the power of the heavens and the arcane to bring order and balance to all things.

Gain a Charge System of power that you must maintain. Charges start at 5 which is perfectly balanced. Using Star and Moon abilities will raise your charges but increase the effect of spells, madness effects, and natural afflictions against you, and lower the potency of some spells. Using Sun abilities will lower your charges but increase the amount of damage you take and lower the potency of some spells.

  • 0-2: Take +2 damage from all physical sources
  • 3-4: Take +1 damage from all physical sources
  • 5 Charges: No side effects
  • 6-7: Take +1 damage from all spell sources and madness effects
  • 8-10: Take +2 damage from all spell sources and madness effects
 

Class Toolkit Abilities are a wide range of class spells and abilities that you can pick from. Each one will rank up to a level 2 version at level 4 which unlocks their most potent and versatile uses. You may pick 3 of these Class Toolkits to apply to your character but choose carefully. Once you choose you can only relearn new Abilities through completion of RP Quests which can replace abilities that you have learned that you wish to change.

Class Toolkit Abilities

Toolkit Ability Description Rank 1 Rank 2
Nature's Balance Balance for some is a matter of perspective. Some Astral Callers understand that even nature, for all her perfect balance and precise timing, has elements of the chaotic woven into the very fabric of the stars. Increase your Balance range to 4-6. Increase your Balance Range to 4-6 and increase your Intellect by +1 while in that range.
Twin Moons The twin moons of Azeroth almost never align but an Astral Caller knows the power of their combined might and can call down the wrath of the two moons. Strike 2 different targets with MoonFire which deals an initial two damage and then one damage each round for two rounds. This will give you three charges and one additional charge per damage dealt after. Strike 2 different targets with MoonFire which deals an initial three damage and then one damage each round for three rounds. This will give you three charges.
Shooting Stars Falling stars are rare and beautiful to witness as they streak across the night sky. Arguably they are less beautiful when they slam into your at terminal velocity as a ball of white-hot magic. All things have a balance, even beauty. When you Critically strike a target with a spell attack call down a Falling Star on their location which does an additional three damage and will give you three charges. When you Critically strike a target with a spell attack call down a Falling Star on their location which does an additional three damage to the target and 1 splash damage to any enemy target within Melee range and will give you three charges.
Unstable Core The fury of the sun is most dangerous at the core. An Astral Caller can mirror this effect of the brightest stars by making people the center of their own stars. Enveloping them with Sunfire energy which targets the unstable core within. Place a solar bubble around a target and each time they land a damaging ability against an ally they take damage themselves with growing intensity for 3 rounds. 1 damage for the first attack, 2 damage for the second, 3 damage for the third. The spell initially will reduce your Charges by 1 and each point of damage applied to the target will cost you additional charges equal to the damage applied. Place a solar bubble around a target and each time they land a damaging ability against an ally they take damage themselves with growing intensity for 3 rounds. 2 damage for the first attack, 3 damage for the second, 4 damage for the third. The spell initially will reduce your Charges by 1 and each time damage is applied to the target take away one charge.
Solar Flare Looking directly into the sun can have major side effects for anyone. Though the sun gives life to Azeroth it can be a source of great agony when it flares. Direct the light of the sun into the eyes of a target within Melee range which will stun them for two rounds and deal three initial damage, and another three damage when the stun breaks. This will cost 3 charges. Direct the light of the sun into the eyes of a target within Melee range which will stun them for 1 round and deal three initial damage, and another three damage when the stun breaks. This will cost 2 charges.
 

Prestige Class Leveling Path

Level Feature
1 Selection of 1 Prestige Class Toolkit
2 Selection of 1 Prestige Class Toolkit
3 Selection of 1 Prestige Class Toolkit
4 Selections of Prestige Class Toolkit increases to Rank 2
5 Unlocking of a Special Action (2nd of 4)

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