Akashan (5e Class)
Akashan[edit]
A sage looking in the night sky from atop a mountain hears a whisper form the stars. The planes, their ethereal edges, and the very seams of the universe seemed to sing with harmony. The tune fills his soul with joy and laughter. Despite being an old man, he leaps with ease and vigor equal to that of a youngster, effortlessly prancing over giant crevasses in the empty crags.
Descent of Akasha[edit]
There are few who can call themselves Akashans, individuals chosen to bear the power of the cosmos itself. This often means a variety of energies from the cosmology of the world flows freely and manifests within them. They can use a plethora of powers, drawing not only from the Material Realm, but also from energies seeping through the planes themselves. Ultimately, they are the ones who harness the two main energies of the cosmology, positive and negative energy. True veteran Akashans can go as far as create or destroy as they will.
Creating a Akashan[edit]
- Quick Build
You can make a Akashan quickly by following these suggestions. First, Intelligence should be your highest score, followed by Dexterity. Second, choose the acolyte background. Third, choose a spear, longbow and the scholar's pack for your equipment choices
Class Features
As a Akashan you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Akashan level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Akashan level after 1st
- Proficiencies
Armor: None
Weapons: Simple and martial weapons
Tools: Mystic Tools, Navigator’s tools, Alchemist’s supplies, Woodcarver’s tools
Saving Throws: Intelligence, Dexterity
Skills: Choose four
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a melee weapon of your choice
- a ranged weapon of your choice, with 20 ammunition
- (a) a trinket of your cosmology or (b) a book of your cosmology
- (a) a scholar's pack or (b) an explorer's pack
- If you are using starting wealth, you have 4d10 gp in funds.
Level | Proficiency Bonus |
Features | Gifts | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +2 | Unarmored Defense, Meteor Staff, Spellcasting | 0 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Stardust Step | 0 | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Combat Form, Gifts of Akasha, Akashan Dwelling | 3 | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 2 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Extra Attack | 3 | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Gifts of Akasha, Cosmic Climbing Claws | 4 | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Evasion, Gravitational Grapple | 4 | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Combat Form Feature | 4 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Gifts of Akasha, Slowed Descent, Cosmic Tattoo | 5 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Planetary Weaponry | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Combat Form Feature, | 5 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Gifts of Akasha, Puresight | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Meson Mutation, Lepton Lift, Celestial Climbing Claws | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 6 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Combat Form Feature | 6 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Gifts of Akasha, Elusive, Universal Weaponry | 7 | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 7 | 7 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Strength of the Chosen, Cosmic Summon | 7 | 7 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Unarmored Defense[edit]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your intelligence modifier.
Meteor Staff[edit]
Starting at level 1, you gain a tool which marks you as the sage chosen. It is constructed from a meteor found from the furthest reaches of the vast cosmos, giving it the unique ability to change its properties and output based on its surroundings. When at rest, it is in the form of a staff. You can freely recall this staff back to either your hand or its holster without expending an action. When recalling, you can choose if it’s pulled to the area, or if it teleports straight there. This staff is indestructible.
Your staff reflects the nature of change present in everything in the cosmos. It can take a variety of forms and properties, including that of weapons. You may spend 1 minute focusing on your staff as though you were casting a spell. The staff gains the following effects:
- The staff takes the form of one of any weapon, regardless of the form assumed, this is considered a two-handed magical melee weapon that deals 1d12 that has the finesse property. You immediately start attuning to it once you start wielding it.
You can freely recall this weapon back to either your hand or its scabbard. When recalling, you can choose if it's pulled to the chosen area, or if it teleports straight there.
- The staff deals magical damage for the purposes of overcoming resistances.
Starting at 6th level, you may expend one hour to perform a ritual, uninterrupted, through which your staff engulfs and absorbs a magical weapon. The staff then takes on the properties of the absorbed weapon, but remains your focus. Your staff can only be combined with one weapon at a time. You may perform another ritual to fuse the staff with another weapon, which will eject the previous weapon without damaging it. The staff then takes on the properties of this new weapon, losing all that of the previous.
This staff is the focus for all your spellcasting.
Spellcasting[edit]
Starting at 1st level, you are well attuned to the cosmic energies which flow about the universe. Armed with your staff as your focus, you gain immense utility over the channels where the dunamis flows, and can manifest them and their effects as you will.
- Cantrips
At 1st level, you know three cantrips which you may choose from the Akashan Cantrip List at the end of the class description. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Akashan table.
- Preparing and Casting Spells
The Akashan table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Akashan spells that are available for you to cast, choosing from the Akashan spell list. When you do so, choose a number of Akashan spells equal to your spellcasting ability modifier + your Akashan level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.
- Spellcasting Ability
You use Intelligence as your spellcasting ability for your Akashan spells.
Spell save DC = 8 + Proficiency bonus + Intelligence Modifier
Spell attack modifier = Proficiency bonus + Intelligence Modifier
Stardust Step[edit]
Starting at 2nd level, when you are jumping, if you attack an enemy or inanimate object before you hit the ground, a grouping of stardust comes out of your sword and settles underneath your feet mid-air, this allows you to jump again with the effects of the Jump spell; there is no limit to how many times you can do this before touching the ground. If you manage to use Stardust Step before you hit the ground, then you do not receive fall damage.
In addition, your movement speed increases by 10 feet.
Combat Form[edit]
At 3rd level, you choose an archetype that you emulate in the exercise of your combat abilities: Form of the Gas Giant, Form of the Comet, and Form of the Star. Your archetype choice grants you features at 3rd level and then again at 6th, 10th, and 14th level.
Gifts of Akasha[edit]
As you reach the paragon of the sage, you gain new properties and traits which change your body, mind and powers to embody the universe. At 3rd level, choose 3 gifts at 6th, 10th, 14th and 18th levels, you can choose one more gift as granted from the cosmos. You cannot have more gifts than as shown under the Gifts column of the class table appropriate for your level. For each level you gain in the class, you have the option of swapping your gift for another.
Akashan Dwelling[edit]
You can gain access to an extradimensional dwelling similar to the magnificent mansion spell with this feature.
- You may perform a 1 minute ritual to allow you and any willing creature you decide, within 30 ft to enter your dwelling. These creatures are ejected to where they were if you decide that they are no longer welcome.
- You may use an action or place any item you are touching into your extradimensional dwelling. Any item located within the extradimensional dwelling may be recalled with an action
- When time to leave, the main entrance door will place you in the nearest unoccupied space to where you entered. All others who leave after you exit to the nearest unoccupied space next to you.
- Any creature who enters it regains 1 hit point for every minute it spends entirely within the mansion.
- The appearance of the unseen servants are decided by you one you gain this feature. The entire extradimensional dwellings aesthetic is also decided by you, save for the outside which you may exit to. The windows show an incomprehensible sky filled with stars and auroras of unimaginable colours, a barren and rocky landscape covers the ground as far as the eye can see. Exiting through any door or window that is not the front will result in you entering through the exit you just used.
Ability Score Increase[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.
Extra Attack[edit]
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Cosmic Climbing Claws[edit]
As your journey continues, you gain a slight control over gravity, and you find that you can climb on walls as if you were wearing climbing claws. When you reach 6th level, you gain a climbing speed equal to your movement speed, and you can freely hold onto walls.
In addition, whenever you reduce a creature to 0 hit points using the Lunar Lance, you regain one use of this feature.
At 10th level, you gain an additional use of this feature between rests, to a total of five, and the damage increases by another 2d8. Also, allies gain advantage on hitting that enemy. The advantage is removed upon either hitting another target, or the first target dying.
Evasion[edit]
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Gravitational Grapple[edit]
When you reach 7th level, you attune even further with the staff, and it grants you even more power over gravity. You can use this ability in the following manners:
- You can pull yourself to anything within 60 feet, or, you can pull anything to yourself, but there are some conditions.
- If it is a wall/ceiling, you are pulled to it and you latch onto it. If it is something suspended in the air like a lantern, you grapple onto it, go past it, and double your speed until you hit the ground.
- If you use this ability on an enemy, you can grapple onto the enemy and attack it, you then choose to either land in front of them, or go your movement speed past them.
- You can pull enemies towards you and attack them. The pulling attack only works on Large or smaller creatures. You can do this attack as a bonus action in combat and it does not provoke attacks of opportunity.
Slowed Descent[edit]
When you reach 10th level, you gain even more control over gravity and you gain the ability to fall slowly. You gain a gliding speed equal to your movement speed.
Cosmic Tattoo[edit]
Starting at 10th level, you are marked as an Akashan further by a tattoo on your body that covers your body entirely at your whim, commemorating your beginning as an ascended being, completely connected as one with the cosmos. You may select where on the body the tattoo is placed. The tattoo orients itself in the ways of the cosmos, and it can move along your body to indicate any cardinal direction you wish.
Additionally, you can foretell certain events through the tattoo, as it embodies flows of the cosmos, which can read the possible courses of events in the future. You can cast the augury spell as a ritual, without needing material components, instead using your tattoo. Your tattoo changes into symbols or images you can interpret as the results of the spell.
Planetary Weaponry[edit]
When you reach 11th level, the staff evolves in its abilities and gains the ability to somewhat slash through space. Due to this, it gains the reach property, the damage changes to a 2d12, you gain a +2 to Attack and Damage rolls, and the weapon gets critical hits on 19-20 rolls.
Puresight[edit]
When you reach 14th level, the staff heightens your senses immensely and grants you a limited access to the Astral Plane, due to your senses being heightened, you passively gain 30 feet of blindsight, and as a bonus action in combat, you can gain 30 feet of Truesight until the start of your next turn. You can use this ability a number of times equal to your intelligence modifier, recharging after taking a long rest. Outside of combat, you can freely benefit from the Truesight ability.
Meson Mutation[edit]
When you reach 15th level, your staff mutates your already existing abilities and modifies them. Stardust Step and Slowed Descent fuse into the new ability called Lepton Lift. In addition to this, the ability Cosmic Climbing Claws receives an upgrade.
- Lepton Lift
The stardust that normally resides near your feet upon using Stardust Step instead passively surrounds your entire body, allowing for flight. You lose the gliding speed from Slowed Descent, but gain a flying speed equal to your movement speed x 2.
- Celestial Climbing Claws
You can grant the feature Cosmic Climbing Claws to a number of creatures equal to your proficiency bonus once per long rest.
Elusive[edit]
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Universal Weaponry[edit]
The staff has finished its own evolution, and it increases in its damage for the last time. When you reach 18th level, its damage dice is now 3d12, you gain a +3 to Attack and Damage rolls.
Also, you get critical hits with this weapon if you roll 17-20.
Strength of the Chosen[edit]
You have fully attuned to your staff through your journey and it grants you the last ability it can; the Strength of the Chosen. At 20th level, if you do not actively deal damage for a round in combat, your next attack action does triple damage. If it is a critical hit, the effect stacks, and it becomes six times the normal damage. You gain use of this ability again once your turn ends and you wait a round in combat without attacking.
In addition, your Dexterity and intelligence scores increase by 2. Your maximum for those scores is now 22.
Cosmic Summon[edit]
Starting level 20, you can now call upon the powers of creation in the cosmos to make as you desire. You may expend an action to call upon the universal flows of energy and invoke one of following effects upon summoning:
- Ouranos, Builder of the World
You and all creatures friendly to you within 120 feet of your location regain up to half of your respective hit point maximums. If any of you have any diseases and poisons, or are blind or deafened, these conditions are removed.
- Ares, Striker of Heavens
You can target one creature within 30 feet of you, including yourself. Their damage dies are multiplied by 5 until the end of their next turn.
- Athena, Masterful Thinker
You automatically succeed all Intelligence saving throws for the next minute.
- Chronos, Reaper of Time
You may select up to X amount of creatures within 60 feet of you, X being equal to half your your Intelligence modifier, rounded down, with a minimum of 1. The selected creatures instantly die if they have 100 or less hit points. They are otherwise unaffected.
- Janus, Proselytizer of Fate
You may select up to three creatures of CR5 or lower within 120 feet of you and forcefully turn them into cosmic sprites. Cosmic sprites share the stat block of a wraith, but they are celestial rather than undead, and have no sunlight sensitivity. They obey your verbal commands for up to 1 minute, during which you must concentrate to maintain this effect, as though focusing on a spell. If you lose your concentration, the sprites become hostile to any and all creatures, including each other. After the duration ends, these sprites are instantly destroyed.
You may only select one of the above effects every time you use this feature. You can use this feature once, regaining use after finishing a long rest.
Gifts[edit]
You choose your Gifts of Akasha from the following options below.
- That Which Is Sight
You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. If you already have darkvision, you instead gain devilsight of the same range, allowing you to see through even magical darkness.
- The One Who Is Stoic
You have advantage on saving throws against being moved against your will, knocked prone, and mind altering spells.
- What Is Unbroken Thought
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- Destruction of Zeno's Theory
By expending a bonus action, you gain advantage on all ranged spell attack rolls until the end of your turn. You may use this feature equal times your Intelligence modifier, regaining use after finishing a long rest.
- That Which Stays Up And Ever Learns
You no longer need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you are still aware of your surroundings within 30 feet as if you were awake and can instantly wake up if you so wish. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Additionally, you can now read books at an obscene rate. No matter the length of the tome, you never take more than a minute to read through it, unless it is magically enchanted otherwise.
- Laplace's Demonic Construction
When you see a creature make an attack within 60 feet of you, before the creature rolls for its attack, you can use your reaction to roll a d20. You can force the creature to take that result as their attack roll instead what they would have rolled. You can only use this gift once per combat.
- A Wiser One Sees More and Learns Faster
You have a +5 bonus to your passive Intelligence (Perception) and Intelligence (Investigation) scores.
- Cosmic Speed
Your movement speeds increase permanently by 10 feet.
- Atlas
Your size now counts as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Universal Body
You gain resistance to one of the following damage types of your choice: necrotic, radiant, acid.
- Grand Lifeforce
Your aging slows so that one century passing is equivalent to only one year for you. Additionally, you become immune to diseases.
- Napoleonic Fortitude
Your hit point maximum increases by an amount equal to your Intelligence modifier every time you gain a level in this class.
- Alexandrian Strike
After you cast a spell, you may make an attack with your staff as a bonus action.
- Defensive Staff
You can have your staff become a shield. If you choose the shield option, you are considered proficient in this special shield.
- Permeate
Your eyes now faintly glow with allure and the colors of the nebulas beyond. You can use your Intelligence modifier for all Charisma skill checks instead of your Charisma.
- The Infallible Language
You can speak telepathically with any creature within 60 feet of you. This creature must know at least 1 language.
- Stalwart Mind
You gain resistance to psychic damage.
- Mental Domination
You can force a humanoid creature within 60 feet of you that you can see to make a Intelligence save against your spellcasting DC as an action. On a success, they are immune to this gift's effects for 24 hours. Upon failure, the creature is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature forgets its entire experience of being charmed. You may only dominate one creature at a time with this feature. You can use this feature once, regaining use when you finish a short or long rest.
- Astral Silvertongue
You gain advantage in all Charisma (Persuasion) checks against creatures which you can see.
- Insinuation and Diplomacy
You can force a hostile humanoid creature within 60 feet of you that you can see to make a Charisma save against your spellcasting DC as an action. Choose one of the following effects which activate upon failure:
- They are suddenly struck with an odd sensation of calm. They no longer consider you hostile and are not hostile to you, but they are not friendly either.
- The creature instantly drops prone.
- The creature starts its next turn moving as far away from you as possible, dashing if able.
- Cosmic Mind Spear
You can make a ranged spell attack against one creature within 30 feet of you. On a hit, the creature is struck with a sudden, debilitating migraine. They take 1d4 psychic damage at the beginning of each of their turns, for the next minute.
Combat Forms[edit]
Form of the Gas Giant[edit]
Those who follow this path typically focus on increasing their abilities in combat, as well as nullifying any attempts to harm their allies by swiftly ending their foes.
- Haywire Hydrogen
At 3rd level, your movement speed increases in 10 feet.
In addition, you gain the ability to overcharge your normal limits, gaining an extra action for one turn in combat. You regain the use of this ability after completing a short or long rest.
- Spiraling Sulfur
At 6th level, you can use an action to disrupt enemies by reducing their AC by your proficiency bonus. You have an amount of charges equal to your dexterity modifier + 2 (minimum of 1). You can target a number of enemies per charge with this ability equal to your intelligence modifier + 2.
- Neutralizing Neon
At 10th level, if an ally you can see has any sort of negative condition, you can clear it. You gain an amount of charges equal to your intelligence modifier +2, if you have proficiency with Medicine, then you add your proficiency modifier to the number of charges. You regain charges for this ability after a long rest.
- Eye of the Storm
At 14th level, when 3 or more enemies are within 20 feet of you, your senses are focused, and because of this, enemies gain disadvantage when attacking you, you gain advantage when hitting them, and you gain 1 AC.
Form of the Comet[edit]
Those who follow this path typically work on outmaneuvering their opponents and catching them off guard.
- Absolute Zero
At 3rd level, you now ignore resistance and immunity to cold damage and gain immunity to cold damage yourself.
- Flash Freeze
At 3rd level, you can use a bonus action to quickly freeze a surface you are in contact with. You can generate the following effects:
- You cover your weapon with ice, causing an additional 1d6 cold damage with the next successful attack with it until the end of this turn.
- You cover an area of 10 feet around you with a layer of ice, lasting until the start of your next turn, turning that area into difficult terrain. When you hit a creature standing on the ice, that creature must succeed on a Dexterity saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or slips on the ice, falling prone.
- You freeze a 5-foot cube of water, provided that there are no creatures in it. The water unfreezes in 1 hour. You can have up to two 5-foot cube of water frozen at the same time, and can dismiss any of those cubes as an action or a bonus action.
- Frost Flank
At 6th level, you are no longer affected by non-magical difficult terrain, or magical difficult terrain that comes from ice or snow.
You can also use a reaction to dodge away from an enemy’s melee attack, causing it to miss, while coating a 5-foot radius around you with ice, turning it into difficult terrain for 1 minute. You can use this ability an amount of times equal to twice your Dexterity modifier (minimum of two) before needing to take a short or long rest.
- Glacial Guise
At 10th level, you gain the ability to cast a spell from any spell slot, of 2nd-level or lower, that causes cold damage. Intelligence is your spellcasting ability for this spell, and once you do so, you can't do it again until you finish a long rest, unless you spend 1 deflection point to do so again.
- Polar Protection
At 14th level, you use an action to target any creature within 60 feet (including yourself) and coat them in ice, increasing their armor class by their proficiency bonus. However, if they are unwilling, they must make a constitution saving throw. The DC is the spell save DC. They still have the ability to move unless you say otherwise, if you say otherwise, then they are frozen in place. This effect lasts until someone else is targeted with this ability, or the target dies. If they are targeted with an attack that does fire damage, and it pierces the armor class, then the creature that has Polar Protection applied on, loses the benefits. If the targeted creature has a bonus less than yours, use yours instead. This ability can only be used once per short rest.
Form of the Star[edit]
Those who follow this path typically follow this path for its immense destructive capabilities, focusing on power and nothing else.
- Fission Flames
At 3rd level, you now ignore resistance and immunity to fire damage and gain immunity to fire damage yourself.
- Sun Spear
At 3rd level, when you use your Meteor Staff, you gain either 2d4 fire damage to your next attack action, or, you can add 1d4 fire damage and 1d4 force damage to your next use of Meteor Staff . This effect can stack a number of times equal to your intelligence modifier.
- Solar Flare
At 6th level, as a bonus action, you gain a boost of energy resulting in a tendril of flame bursting from your sword. This tendril gains a turn in the initiative order. It may attack on its turn to deal 2d8 fire damage, or it can use an opportunity attack against any enemy that comes within 15 feet of you for 2d12 fire damage. Its opportunity attack does not consume your reaction. The tendril lasts for 1 minute. If this ability is activated and there are enemies that are within 15 feet of you, they take 1d6 fire damage due to the initial casting of the ability. You can use this ability a number of times equal to your proficiency bonus. You regain charges for this ability after a long rest.
- Planetary Heating
At 10th level, when an enemy comes within 5 feet of you or starts their turn there, they take fire damage equal to your proficiency modifier x your intelligence modifier. This takes effect again after the end of your turn.
- Supernova
At 14th level, you can use your bonus action to release all of your magic energy as an explosion, dealing your total hit points in damage to anyone within 30 feet of you; and setting you to 0 hit points until healed or otherwise stated. You can use this ability once, regaining use of it after taking a long rest. This damage counts as force damage.
Akashan Cantrip List[edit]
You may learn from all of the spells on the basic Akashan cantrip list. The Akashan's cantrips are largely renamed versions of existing magic.
- Cantrips
- Minor Solar Flare
- Ray of Cosmic Cold
- Solar Shot
- Comet Shards
- Solar Illusion
- Minor Reality Warp
- Bolide
- Minor Arc
- Strike of Night
- Spatial Barrier
- Gravity Well
- Night Cover
- Force
- Volatile Dust Rune
- Magnetize
- Staff Strike
- Staff Extend
- Cloak of Night
- Night Walk
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Akashan class, you must meet these prerequisites: Intelligence 18
Proficiencies. When you multiclass into the Akashan class class, you gain the following proficiencies: simple and martial weapons, three Intelligence skills of your choice
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