Astralwalker (5e Class)

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Astralwalker[edit]

A tiefling is running down the corridor of a bandit outpost, scars aligning his body where rope burns could be easily identifiable. After escaping capture, the world becomes faded, and ethereal in a sense around him, seemingly walking through creatures he can see, but the bandits could not see.

"They thought they could capture me...how foolish. Did they not know I am not of this world? They must know, I am not one for simple games. This is my world, and they're about to get a rude awakening as to who they just messed with. Meet the Astral Plane, where nobody out there can hear your cries. I hope you enjoy your stay, for how short it will be."

The Astral Plane is another realm of our world, also known as Limbo, where spirits or ethereal creatures exist. An Astralwalker is the creation of the Astral Plane's essence being harnessed and being used by a creature that is not from the Astral Plane, effectively becoming one from it. Creatures with no connection to the Astral Plane, but who can enter it, are usually changed for the worst from it. The Astral Plane is an ethereal version of our world, and creatures on its side can see all we can, but cannot interact with it unless they exit the Astral Plane. An Astralwalker uses the power of the Astral Plane and uses it for whatever they may seek, unable to remove this otherworldly power from their veins, to achieve whatever they seek in this life.

Creating an Astralwalker[edit]

What you should think about before you make an Astralwalker.

You come from the Astral Plane, a world mirrored to ours. Being caught on the wrong side of the world with no way to get back to the Astral Plane is a death sentence, so always have an escape plan.
You are a melee caster class. Being able to pull a creature into the Astral Plane and separate them from their allies is a powerful skill, but when you leave the astral Plane, all creatures you took in with you come back out. You need to play it smart.

Think about how you came into contact with the Astral Plane and how the power entered your body. Was it intentional? Or were you a freak project by scientists? Are you even of this world?

Also make sure to talk with your DM as this class can be very powerful. Being able to be untargetable and trying to remember what creatures you have in the Astral Plane and what isn't while you are in it can be difficult, and needs communication with the DM.

Quick Build

You can make an Astralwalker quickly by following these suggestions:

First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Outlander background.

Class Features

As a Astralwalker you gain the following class features.

Hit Points

Hit Dice: 1d6 per Astralwalker level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Astralwalker level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple and Martial Melee Weapons
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Investigation, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 Simple Melee Weapons or (b) 1 Martial Melee Weapon
  • (a) Leather Armor or (b) Scale Mail
  • (a) Component Pouch or (b) Arcane Focus
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Astralwalker

Level Proficiency
Bonus
Features Cantrips Known Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Astral Shift, Grasp of the Void, Spellcasting 4 2 2
2nd +2 Blessing of the Plane 4 3 3
3rd +2 Astral Source 4 4 4 2
4th +2 Ability Score Improvement 5 5 4 3
5th +3 5 6 4 3 2
6th +3 Source Feature 5 7 4 3 3
7th +3 5 8 4 3 3 1
8th +3 Ability Score Improvement 5 9 4 3 3 2
9th +4 Astral Essence 5 10 4 3 3 3 1
10th +4 Grasp of the Void (2) 6 11 4 3 3 3 2
11th +4 Source Feature 6 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 6 13 4 3 3 3 2 1 1
14th +5 Step into the Void 6 13 4 3 3 3 2 1 1
15th +5 Source Feature 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Grasp of the Void (3) 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Source Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Rift Expansion 6 15 4 3 3 3 3 2 2 1 1

Astral Shift[edit]

Being an Astralwalker grants you the ability to move your body to the Astral Plane, or Limbo. Starting at 1st Level, you can use an action to shift your body to the Astral Plane. While in the Astral Plane, you cannot be targeted by creatures outside of the Astral Plane, but you cannot interact with creatures outside of the Astral Plane, either with attacks or spells. You also gain temporary hit points, equal to 1d6 + your Astralwalker level, until you leave the Astral Plane. You can still be hit by spells that affect the Astral Plane. The shift lasts for 1 minute. While inside the Astral Plane, you have a flying speed equal to your walking speed, and can hover. You can leave the Astral Plane early as a bonus action. Starting at 7th level, you can expend a spell slot to shift into the Astral Plane for a number of hours equal to the spell slot's level, doing so consumes a use of your Astral Shift as normal. You can now leave the Astral Plane early as a free action.

You can use this feature a number of times, equal to your Wisdom Modifier (min. 1), and you regain all uses on a short or long rest.

Grasp of the Void[edit]

Being alone in the Astral Plane is never fun, so why not pull all of them into the world with you? Starting at 1st Level, while you are in the Astral Plane, you can use a bonus action to target a creature outside of the Astral Plane and attempt to pull them into it. That creature must make a Wisdom Saving Throw against your Spellcasting DC, if it is not willing. If they fail, they are pulled into the Astral Plane, and if the creature is not from the Astral Plane, and was not willing, it takes 2d6 Force Damage upon entering the Astral Plane as it burns away at them. If you are no longer in the Astral Plane, any creatures affected by this feature are immediately brought back to the Material Plane. A creature that succeeds cannot be affected by this ability for 24 Hours. At 9th level, you can target up to 2 creatures at once with this ability, and at 16th level, you can target up to 3 creatures with this ability.

You can use this feature a number of times, equal to your Wisdom Modifier + your Astralwalker level (min. 1), and you regain all uses on a long rest.

Spellcasting[edit]

An Astralwalker uses the essence of the Astral Plane to fuel their spells, which lines their blood and bodies in order to cast their spells.

An Astralwalker only knows a portion of the spells in the Sorcerer Spell List as defined by the Astralwalker Table and can cast them without preparation.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Wisdom is your spellcasting ability for your Astralwalker Spells, since your spells are cast through your body and mind, like a Sorcerer. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Blessing of the Plane[edit]

Being in the Astral Plane starts to strengthen your body, as the essence inside of you starts to become more attuned to the world around you. Starting at 2nd Level, while you are in the Astral Plane, you gain a bonus to hit and damage rolls with melee weapons, equal to your Wisdom Modifier (min. 1), and when you end your turn in the Astral Plane, you regain 1d4 + your Wisdom modifier as Hit Points. You can also end an effect that is making you charmed or frightened. If another creature is in the Astral Plane with you, you can inflict 1d4 Force Damage to them, and regain the damage as temporary hit points that last until you leave the Astral Plane.

Astral Source[edit]

At 3rd level, the Astralwalker learns how to expand and bend the Astral Plane to their desires, and learn how to battle within it.

Source of Void Projection - The Astralwalker gains a clone of themselves that is in constant Limbo, battling creatures in the Astral Plane, or at later levels, in the real world.

Source of Curses - The Astralwalker begins to focus and channel their powers in the Astral Plane, providing numerous buffs to magic damage and effects, being more focused on spellcasting and benefits from it.

Source of Comfort - The Astralwalker takes a more support focused path, granting buffs to allies in the Astral Plane with them.

Your chosen source grants the Astralwalker a feature at 3rd level, 6th level, 11th level, 15th level, and 18th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Astral Essence[edit]

Being connected to the Astral Plane starts to affect you while you are in the Material Plane as well, as the essence inside of you starts to feel the Astral Plane around you. While you are not in the Astral Plane, starting at 9th level, you can see creatures inside of the Astral Plane, even if you are not there, and your Astral Shift feature can now be activated with a bonus action, instead of an action.

Step into the Void[edit]

The Astral Plane is all around you, and with your control of it, you can create a hole into the Astral Plane. At 14th level, you can create a 15 ft. radius sphere around you that is connected to the Astral Plane. Creatures inside are treated as being inside of the Astral Plane, and take 2d6 force damage whenever they enter or exit the area. Up to 4 target creatures of your choosing can be unaffected by this damage. A creature you attack with a melee weapon or a spell that is affected by this feature takes an additional 2d6 force damage as the Astral Plane wears away their body.

You can only use this feature once per short or long rest.

Rift Expansion[edit]

Your connection to the Astral Plane has become fully known, as you command its very existence. Starting at 20th level, when a creature enters the Astral Plane by one of your features, you can make that creature's speed become reduced by half, and it cannot take any bonus actions or reactions. Any damage dealt to a creature that is affected by this feature ignores resistances and treats immunities as resistance. The effects of this feature lasts for 1 minute.

Source of Void Projection[edit]

A Void Projection Astralwalker learns how to make a clone of themselves in the Astral Plane, who fights with a clone of themselves in the Astral Plane. levels in this source increases the clone's damage, and can even make it fight in the Material Plane as well.

Void Clone

A protector of the Astral Plane, or a void clone, fights by your side, and is always in the Astral Plane. This is the trademark of Void Projection. Starting at 3rd level, you gain a clone of yourself that exists in only the Astral Plane. The clone shares your stats and abilities, but cannot cast spells or have spells casted through it. The Void Clone can only interact with creatures that are in the Astral Plane, and takes its turn in initiative with you. If the Void Clone dies, it dissipates, and cannot be remade until 1 day passes. If your Void Clone attacks a creature, it adds 1d6 Force Damage to its attacks.

Outmaneuvered

Working with your clone can provide openings to your attacks you may not have been able to find on your own. Starting at 6th level, if you and your Void Clone are within 10 ft. of the same target, you and your clone both gain advantage on attack rolls against that creature, and you add damage to the attack, equal to your Wisdom Modifier (min. 1). Your Void Clone can also attack twice during their turn, instead of once, when they use the attack action.

Body Swap

The Astral Plane flows through you and the clone, enough to where you can trade places with it. Starting at 11th level, you can use a reaction to trade places with your clone, possibly avoiding damage to yourself and keeping yourself alive.

You can use this reaction a number of times, equal to your Wisdom Modifier (min. 1), and you regain all uses on a short or long rest.

Curse of the Void

Your clone begins to shift its influence into the Material Plane, as well as the Astral Plane. Your Void Clone, starting at 15th level, can attack enemies in the Material Plane, but any damage done this way is halved. Also, your Void Clone can now cast spells, but can only affect enemies in the Astral Plane with them.

Retaliation of the Astral Plane

The Astral Plane begins to overflow inside of you and your clone, permitting more energy to be used at once. Starting at 18th level, you can fuse your body with your Void Clone, gaining the following benefits:

•Your Speed is doubled.

•Your AC is increased by 2.

•Whenever you use the attack action, you can add bonuses to your hit and damage rolls, equal to your Wisdom and Dexterity Modifiers (min. 1).

•If you deal damage to a creature, you regain half of the damage dealt (rounded down) as Hit Points.

•If your hit points reach 0 while in this form, you gain 1 level of exhaustion, and you regain 1 Hit Point.

This transformation lasts for 1 minute.

You can only use this feature once per long rest.

Source of Curses[edit]

While most Astralwalkers focus on melee combat, the Source of Curses Astralwalkers deal with spellcasting and buffing their spells and their effects on enemies in the Astral PLane.

Magical Attunement

While you cast mostly spells in the Astral Plane, it begins to have an effect on spells you cast while you are in the Astral Plane. Starting at 3rd level, while you are in the Astral Plane, you gain a bonus to attack and damage rolls with spells, equal to your Wisdom Modifer (min. 1), and if you hit a creature with a spell while you are in the Astral Plane, that creature must make a Strength Saving Throw, where the DC is equal to your spellcasting DC, being pushed back 10 ft. on a failed save.

Void Enhancement

The Astral Plane enhances the blood inside of you, increasing your spell damage and the effects of them. If you cast a spell while you are in the Astral Plane, starting at 6th level, the spell ignores creature's resistances, and immunities are treated as resistances. If you damage a creature with a spell while you are in the Astral Plane, you deal an additional 1d6 Force Damage to that creature. If you cast a spell while you are in the Astral Plane, you regain 1d6 + your Astralwalker level as Hit Points.

Astral Multicast

As you begin to introduce new magic into the Astral Plane, the Plane around you begins to follow it and copy your actions. Starting at 11th level, whenever you cast a spell of 3rd level or higher, up to 7th level, roll a d20. On a 20, you do not consume a spell slot to cast it, as the Astral Plane recreates the spell with perfect accuracy. During your turn, if you enter the Astral Plane, you can regain 1 Spell Slot of 3rd level or lower.

You can only use the effect of this feature once per long rest.

Astral Influence

Your time in the Astral Plane has begun to seep into the Material Plane, making the spells you cast in the Astral Plane affect the Material Plane. While you are in the Astral Plane, starting at 15th level, your spells that you cast can affect creatures outside of the Astral Plane, but any damage dealt this way is halved (rounded down). If you cast a spell while you are in the Astral Plane, the affected creature gains disadvantage on the saving throw.

Void Mastery

Your skills and mastery over the Astral Plane shows in your spellcasting, as your spells have absorbed the essence of the Astral Plane and enhanced them greatly. Starting at 18th level, you may choose one 1st Level Spell and one 2nd Level spell of your choice from the Sorcerer Spell List, and you may cast them while you are in the Astral Plane without using a Spell Slot. If a spell you cast would deal damage to a creature that is in the Astral Plane, you can double that damage, and ignore resistances and immunities.

You can only use the effects of this feature once per long rest.

Source of Comfort[edit]

The Astral Plane can be seen as a silent, cruel world. While it is a mirror to our world, most creatures are afraid to go there. Your allies, possibly, but with your abilities, you share the strength of the Astral Plane with them, granting them power inside of it as well.

Universal Blessings

When you choose this source at 3rd level, you begin to share the benefits of the Astral Plane with your allies, letting them feel the power of it. You may cast cantrips and spells from the Cleric Spell List, instead of the Sorcerer Spell List, equal to your Wisdom Modifier (min. 1). Wisdom is your Spellcasting Modifier for these spells. These cantrips and spells count towards the amount of cantrips and spells known. Allied creatures that were willing to enter the Astral Plane regain 1d6 + your Astralwalker level as hit points at the end of their turn, and if an allied creature that was willing to enter the Astral Plane takes damage, they gain temporary hit points equal to half of the damage they took (rounded down).

Gift of the Void

The Astral Plane now accepts creatures that are not from the Astral Plane, but were willing by your abilities, as welcomed members of the Astral Plane. Starting at 6th level, while an allied creature that was willing to enter the Astral Plane is inside, it gains a bonus to hit and damage rolls, equal to your Wisdom Modifier (min. 1), and if they deal damage to a creature, they regain 1d4 + your Astralwalker level as hit points.

Lingering Limbo

The effects of the astral Plane is in your blood, and now, it begins to find a way to affect your allies as well. Starting at 11th level, after you or an allied creature that was willing to enter the Astral Plane exits it, they regain 1d6 + your Astralwalker level as hit points, and they gain a bonus to hit and damage rolls, equal to your Wisdom Modifier (min. 1). This effect lasts for 5 rounds.

Astral Guardians

The Astral Plane begins to protect you and your allies while they exist in the Astral Plane. Starting at 15th level, you can use a reaction to make the damage from a weapon attack or a spell you or an allied creature would take while you or the allied creature are within the Astral Plane become 0 as an Astral Guardian absorbs the attack for them in their place.

You can only use this feature once per long rest.

Riftwalkers

You have shared the ability to grant access to your allies for them to be able to enter the Astral Plane on their own accord. Starting at 18th level, as an action, you can choose up to 4 allied creatures of your choice. They can use the Astral Shift feature ability to access the Astral Plane.

You can only use this feature once per short or long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Astralwalker class, you must meet these prerequisites: 13 Wisdom

Proficiencies. When you multiclass into the Astralwalker class, you gain the following proficiencies: light armor, medium armor, simple and martial melee weapons.


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