Astral Beast (5e Subclass)
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Astral Beast[edit]
Sorcerer Subclass
You have an astral blood descendant with an latent inner beast, having a link between yourself and the Astral Plane while having the raging blood of beasts allows you to manifest your inner beast in different ways that can be used in different ways. Those who have this rare variant on their bloodline are often considered a powerful beings, some of them are savagers made out of pure violence and ready to fight, others are reserved cautious fighters who don't like to use their maximum strength until they need it the most.
Companion of the Beyond[edit]
At first level, you can cast find familiar without using material components. Once you choose the form of your familiar, it cannot be changed later, even if the familiar dies. This familiar is a physical manifestation of your inner beast, it has the following features:
- This familiar has the form of a creature you desire as explained on the find familiar spell, but limited to only beasts. Additionally it will always seems related to the Astral Plane.
- It's alignment will always be Lawful but it's up to your choice if it is Evil, Neutral or Good.
- It can speak, hear or write any language you know.
- It can cast your spells, using your Spell Modifier, Spell Slots, Material Components and Concentration. This feature also works on battle allowing you to to share initiative with your familiar to cast two spells as if you had two actions. (Your familiar spells isn't affected by abilities exclusive of yourself such as Metamagic or Action Surge) It can only cast spells a number of times equal to your Proficiency Bonus and you regain all expended uses within a long rest.
Animalistic Defense[edit]
At first level, while you are not wearing any armor or light armor you can alternatively use your Unarmored Defense instead, your armor class equals 10 + your Dexterity modifier + your Charisma modifier.
Beast Manifestation[edit]
At first level, you can merge with your inner beast to transform into an astral beast using your bonus action. Your appearance changes as if you were a beast-humanoid made of astral flames, this beast is similar to the race of your familiar in Companion of the Beyond. (Note that similar doesn’t mean the same. e.g. You can be a tiger while your familiar is a cat, but you cannot be other type of animal that ins't related to cats/felines.)
In case your familiar was still alive it disintegrates as you transform. Once the transformation is ended and the familiar was alive before transforming, it’s physical form reappears at 5 feet of you.
You cannot cast spells that require Concentration or have a casting time over 1 minute while you are in this state, concentrations made before entering the transformation are maintained but your Constitution Saving Throw for concentration is made with disadvantage. Additionally, you gain the following benefits:
- Surge of Vitality: When you transform, you gain temporary hit points equal to half your maximum hit points, surrounding you with a faint aura of energy.
- Enlarged Presence: You may choose to grow one size larger (You can choose to become a size even larger at 14th level).
- Fearless Resolve: Gain advantage on saving throws against being frightened, charmed or mind altering effects.
- Empowered Strikes: Your unarmed strikes deal 2d12 Force or Slashing damage of your choice, with your Dexterity modifier added to both attack and damage rolls.
- Physical and Mental Fortitude: Add your Charisma modifier to Strength and Dexterity-based, skill checks or saving throws.
Supressing spell effects such as Dispel Magic only affect your spells but not the transformation itself. You can also spend a sorcery point to increase your temporary hit points for your transformation by a hit die + your charisma modifier before before trasnforming, each time you do this all temporary hit points stack.
The transformation ends if any of the following conditions are met:
- You lose all of the temporary HP granted by the transformation.
- You are incapacitated, knocked unconscious or killed.
- You willingly end the transformation as a bonus action.
You can use this feature once and must complete a long rest before you can use it again. Once you gain the Font of Magic feature, you can spend a Sorcery Point at the end of a turn in which you would revert to your normal form to remain in until your next turn, once you are in your turn you can use an action to instead try to stabilize yourself, regaining a number of temporary hitpoints using a hit die + your charisma modifier.
(IF YOUR DM ALLOWS YOU. THE FOLLOWING UPGRADES ARE MEANT TO BE UNBALANCED / FOR EPIC SCENARIOS) Your Beast Manifestation feature can level up with your base level to gain new features. (It levels up with your base level instead of your Sorcerer level)
6th Level - Superior Beast Form.
Transformation Health Boost: Upon transformation, you gain an additional 50 temporary hit points to your transformation health.
Instant Transformation: You can transform instantly as a free action.
- All base transfomation traits are applied.
- Awakened Evasion: Your heightened awareness allows you to dodge and weave effortlessly. You gain advantage on Strength and Dexterity saving throws and can now add your Charisma modifier to any other skill checks or saving throws you make while transformed (this doesn't stack with your Charisma bonus from the Physical and Mental Fortitude trait, for Strength and Dexterity-based skill checks or saving throws).
- Universal Resistance: You gain resistance to all damage types, including psychic.
- Superior Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Exhaustion: After transformation ends, you suffer 1 level of exhaustion.
Cooldown Period: You don't have any Cooldown Period.
14th Level - Ascended Beast Form.
Transformation Health Boost: Upon transformation, you gain an additional 250 temporary hit points to your transformation health.
- All previous transfomation traits are applied.
- Ascended Speed: Doubles all movement speeds.
- Unbreakable Defense: Your Unarmored Defense from the Animalistic Defense feature becomes 10 + (2 × Dexterity modifier) + Charisma modifier, while transformed.
- Beast Strike: Your unarmed strikes and weapons you wield gain a surge of beastial power. Each attack deals an additional 2d12 damage and is considered a magical attack for the purposes of overcoming resistance and immunity.
- Unstoppable Presence: You gain advantage on any ability checks or saving throws.
- Additional Attack: You can now attack three times, instead of twice, whenever you take the Attack action on your turn.
Exhaustion: After the transformation ends, you suffer 2 levels of exhaustion.
Cooldown Period: You cannot transform again on this level for 1 week after using the Ascended Beast Form.
18th Level - Supreme Beast Form.
Transformation Health Boost: Upon transformation, you gain an additional 1000 temporary hit points to your transformation health.
- All previous transfomation traits are applied.
- Transcendent Power: You can transmute any damage type of your spells or attacks to Force, Psychic, or Thunder.
- Dual Spellcasting: Can cast an additional spell per turn of any type (action or bonus action) as part of the same action.
- Complete Immunity: Immune to charmed, frightened, disease, exhaustion, and mind altering effects; all pre-existing conditions are removed upon transformation.
- Enhanced Physicality: While transformed, all of your ability scores are doubled for the duration (This affect all rolls that add your ability scores, but not your AC or other features).
- Ultimate Attack: You can now attack four times whenever you take the Attack action on your turn.
Exhaustion: After the transformation ends, you suffer 5 levels of exhaustion.
Cooldown Period: You cannot transform again on the neither Ascended Beast or the Supreme Beast Forms for 1 month after using the Supreme Beast Form.
Health Drain: You suffer 50 hit points of damage to your base hit points at the end of each of your turn while transformed (this cannot be reduced or avoided in any way).
Astral Alterego[edit]
At 6th level, you can learn to cast summon greater demon spell and it counts as a sorcerer spell for you. (Note that this only means you gain the ability to learn the spell and that you do not have it automatically.) Once you have learned the spell your greater demon gains the following features:
- Your greater demon and your familiar are the same spirit, they are both the physical manifestation of your inner beast as an astral being.
- In case your familiar was still alive it disintegrates as it now turns into the greater demon. Once the spell is ended and the familiar was alive before you cast this spell, it’s physical form reappears in the same position the greater demon was before the spell ended.
- Your greater demon has the same personality, memory and alignment as your familiar of your Companion of the Beyond feature.
- Your greater demon race appearance is an Astral themed Beast-Humanoid that seems related towards your appearance when you use the Beast Manifestation feature or the appearance of your Companion of the Beyond familiar.
- This greater demon is loyal towards you, it’s general appearance can be represented as a servant, bodyguard or others, but it is always an alterego of yourself.
- You can grant the greater demon two Beast Manifestation features of your choice, you can only grant those you have access to. You can change the feature you granted it, during a long rest.
- It's fiend stat block is up to your choice as explained in the summon greater demon rules.
- You can cast it without using material components once and must complete a long rest before you can use it again.
Outer Inner Beast[edit]
At 14th level, any of your inner beast manifestations can be be granted this feature as a 1 minute ritual (your familiar from the Companion of the Beyond feature or your greater demon from the Astral Alterego feature.) The feature does the following:
- Your inner beast can go beyond it's normal distance limits, up to 10.000 feet away from you.
- It doesn't require any concentration and it doesn't have a time limit.
- It can still attack and damage using any spell or any features it has.
If your inner beast is hit all of these benefits are gone.
- If your inner beast was too far from you it's suddenly teleported the area it was supposed to be in, you can choose where.
- It resumes it's concentration and the time limit as normal.
Path of the Inner Beast[edit]
At 18th level, You can select a path of your choice for the Beast Manifestation feature which grants you various benefits whenever you enter into the transformation, you can choose the path from the following list:
- Anger: You can add your Charisma Modifier to any armor you're wearing. You gain an additional attack, whenever you take the Attack action on your turn.
- Bravery: You become a size even more than colossal and as a bonus action you can select a creature that is within 5 feet of you to impose disadvantage against that creature's attack rolls made against you. You can use this feature number of times equal to half your Proficiency Bonus. You regain all expended uses within a long rest.
- Calmness: You gain a number of Sorcery Points equal to your Charisma Modifier. When you enter the Beast Manifestation you can expend 2 sorcery points to gain an extra 6d12 temporary hits points, you cannot do so while you are already transformed.
Manifestation Mastery[edit]
At 18th level, You have mastered the limits of your Beast Manifestation, you gain the following benefits:
- You can now add up your level multiplied by 5, to your temporary hitpoints when transforming.
- If you haven't received any damage to your temporary hit points while in your Beast Manifestation feature, you can end the transformation using your bonus action to recover the use of the feature you used to enter it in the first place.
- You also gain another use of the Beast Manifestation feature, allowing you to transform up to 2 times instead of once. You need to complete a long rest to regain all expended uses of your Beast Manifestation feature as normal.
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