Astral Projectionist (5e Class)
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- 1 Astral Projectionist (5e Class)
- 1.1 Creating a Astral Projectionist
- 1.2 Class Features
- 1.2.1 Table: The Astral Projectionist
- 1.2.2 Ever Watching, Ever Learning
- 1.2.3 Astral Project
- 1.2.4 Spellcasting
- 1.2.5 Astral Defense
- 1.2.6 Astral Path
- 1.2.7 Astral Actions
- 1.2.8 Ability Score Increase
- 1.2.9 Dominant Mind
- 1.2.10 Project Beyond
- 1.2.11 Sight of the Planes
- 1.2.12 Effortless Astral Projection
- 1.2.13 Flawless Control
- 1.2.14 Supreme Intellect
- 1.3 Astral Path - Astral Mage
- 1.4 Astral Path - Astral Fighter
- 1.5 Multiclassing
Astral Projectionist (5e Class)
Astral projectionists have harnessed the energies of the arcane to create a rift between their body and their being. These projectionists now live in a world as both themselves and their servant body. Their astral form taking upon the translucent visage of their physical form. In combat they can use both their body and their projection simultaneously to great effect. They also tend to be quite intelligent and capable while having superior perception to most.
Creating a Astral Projectionist
When creating an Astral Projectionist consider how you gained the ability to do so. Perhaps it was a magical accident. Perhaps you come from a long lineage capable of doing so. Perhaps it is a curse that you've learned to harness. An Astral Projectionist has similarities to the rogue class in that it can hit hard, has decent evasion, and a decent array of skills. It also has similarities to a magic user in that some of it's utility comes from it's astral projection.
- Quick Build
You can make a Astral Projectionist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose Investigation and Acrobatics.
As a Astral Projectionist you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Astral Projectionist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Astral Projectionist level after 1st
Armor: Shields and light armor
Weapons: Simple and Martial weapons
Tools: Choice of one
Saving Throws: Constitution, Intelligence
Skills: Perception, and choose two others from the following; Acrobatics, Athletics, Arcana, History, Insight, Intimidation, Investigation, Nature, Sleight of Hand, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Rapier or (b) Shortsword
- (a) Shortbow with 20 arrows or (b) 5 Javelins
- (a) Dungeoneers Pack or (b) Explorers Pack
- Leather armor & 1 set of tools matching your tool proficiency
- Not all Astral Projectionists have the ability to cast spells, but those who do use the table above.
Ever Watching, Ever Learning
You gain expertise in perception and cannot be surprised while you or your astral projection are awake.
At 6th, 10th, and 14th level you gain proficiency in 1 additional skill proficiency and expertise in 1 additional skill proficiency
Harnessing energies of the arcane you have mastered the ability to coalesce your astral projection into the material world while still awake. Your astral form looks like a ghostlike translucent echo of your physical form in every way. This provides you the ability to interact with your surroundings both with your astral form and your physical form. You can shift your astral form into and out of your physical form at will without an action although some portion of your astral form must always touch your physical form until you gain the ability to Project Beyond. While your astral form and physical form touch they both occupy the same space. Additionally although your astral form is incorporeal it cannot pass through any material or object that your physical body cannot other than your own physical body. For example you cannot pass through a closed door.
Your Astral Form can use your Action, Bonus Action, or Reaction instead of your physical form using Astral Actions, Astral Bonus actions, and Astral Reactions. Your Astral form cannot take both an Astral Action and Astral Bonus Action on the same turn. When taking an Astral Action or Astral Bonus action on your turn your physical form cannot cast spells.
Your control of your astral form is so honed that no spell or other ability can dismiss your astral form while you are still alive. Additionally when awoken you can choose for your astral form only to be awoken. Your astral form can awaken your physical form at any time using an Astral Action, although both your astral form and physical form still need adequate sleep or you will suffer from exhaustion as normal.
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots The Astral Projectionist Spellcasting 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.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Astral Projectionist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Starting a level 1 While you are not wearing any armor, your Armor Class equals 10 + your Intelligence modifier + your Constitution modifier. You can use a shield and still gain this benefit.
At 3rd level, you choose the astral path you walk. Your choice grants you features at 3rd level, 7th level, 11th level, and 15th level. This time only Astral Mage is available as a path.
- Astral Force - Astral Action
Your astral form can cast and control Mage Hand.
- Astral Message - Astral Action
Your astral form can cast the Message Spell
- Astral Strike - Astral Bonus Action
Make a melee attack using an attack bonus equal to Proficiency+Intelligence. On a hit you do 1D6 Force damage + INT Modifier. This damage increases as you gain levels in this class, gaining a D6 at level 5, 9, 13, and 17.
- Astral Glide - Astral Bonus Action
(Prerequisite: 2 levels in Astral Projectionist)
You take the disengage action as your astral projection pulls you away from the fight.
- Astral Search - Astral Bonus Action
(Prerequisite: 2 levels in Astral Projectionist)
You take the search action with your astral projection
- Astral Body - Astral Bonus Action
(Prerequisite: 3 levels in Astral Projectionist)
You may decide to make your astral body invisible or ethereal. Invisibility follows the same rules as the spell Invisibility. When ethereal, your astral body may not attack but may phase through objects and can't take damage.
- Astral extra attack- Part of normal attack action
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. (Prerequisite: 5 levels in Astral Projectionist and must specialize in the astral fighter subclass)
- Astral Shift - Astral Reaction
(Prerequisite: 5 levels in Astral Projectionist)
Your astral projection deftly moves your body out of harm's way. When you are hit by an attack you can use an astral reaction to add +Proficiency to your AC for that attack.
- Astral Pull - Astral Bonus Action
(Prerequisite: 6 levels in Astral Projectionist)
You may use this bonus action instead of any other action requirement to attempt to escape a grapple or restrained condition. You have advantage on the check or saving throw.
Ability Score Increase
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.
Starting at 9th level, Through the use of the astral plane you gain the ability to project another creature's mind with yours, gaining complete control of them for up to 10 minutes or until you lose concentration. The target makes an Intelligence saving throw, and on a failed save the creature is brought under your control. You can use your bonus action to telepathically command it to take any action, general or specific, so long as you can see it or it understands a language that you can speak. You can also use your action to see through its senses, wherever it is. Each time the target takes damage from you, one of your party members, a hostile creature or itself, it makes a new Intelligence saving throw against the ability. If the saving throw succeeds, the ability ends. On a successful save, or if time runs out, the target becomes immune to Dominate Mind and Silence Mind.
This ability has no effect against creatures that cannot be charmed, and if attempted against a creature that can communicate telepathically becomes a contest of intelligence checks with the creature gaining advantage on the roll.
This ability can be used once per long rest at 7th level, 2 times per long rest after reaching 13th level, and can be cast 3 times per short or long rest after reaching 18th level. You may only have one mind dominated at a time.
Starting at 10th level, as an action you may send your conscience out of your body. While doing this your body is unconscious until you put your mind back inside it. While using this ability you lose the power to interact with the world, are immune to conditions, are invisible and silent, gain a flying speed of 60ft and may still use of all your non damaging Astral abilities (with exception of psychic damaged based spells). When using this ability, your conscience can go no more than 100 ft away. Additionally you have now mastered your astral form enough to pass through non magicked material or object that your physical body cannot (similar to a ghost). For example you can now pass through a normal locked door but not a warded (with magic) door.
If anything interrupts the path between you and your body, you take force damage equal to your intelligence score and your mind is pulled back into your body. You cannot be reduced below 10 hit points in this manner. If you have a dominated mind or willing creature within 30 ft of your body you can attach your conscience to theirs and move another 100ft from their location.
Beginning at level 14, you don't need a unoccupied space between your mind and body but if there is anything in the distance your mind and body, your conscience will be shown in a blue haze and you will become susceptible to damage.
Sight of the Planes
At 13th level you gain blindsight out to 30 feet as you can feel the ebb and flow of the astral realm around you.
Also as an action you can call upon the magics of the planes to bestow upon you superior vision. You gain truesight for 1 minute. You can use this ability a number of times equal to your intelligence modifier. You regain all uses of this ability at the end of a long rest.
Effortless Astral Projection
At 17th level you gain the ability to cast the spell Astral Projection without material components or a spell slot. This ability may be used a number of times equal to your Intelligence modifier (minimum of 1), and you regain all uses after completing a long rest.
At 18th level you have mastered your control over both your physical and astral form. You gain an additional action on each of your turns that only your physical form can take. Also while using Project Beyond your physical form is no longer Stunned and your astral form can take any Astral action.
At 20th level your intelligence raises to 24 and it cannot be lowered by any means and when making a Intelligence you can treat any 20 sided dice rolled as a 10 instead of whatever you roll. Finally the time it takes to learn any new skill or ability is reduced by half.
Astral Path - Astral Mage
Astral mages harness the abilities of the arcane to cast spells much like that of wizards and sorcerers.
- Spellcasting Ability
At 3rd level your astral projection gains the ability to cast spells. Use the leveling table to determine number of spells known and spell slots. These spells must be from the Astral Spell List. Additionally you learn 2 cantrips of your choice from the wizard spell list. Intelligence is your spellcasting modifier for these spells. Additionally whenever you gain a level in Astral Projectionist you may replace one known spell with another from the Astral Projectionist spell list. It must be of a level you can cast as an Astral Projectionist.
- Astral Spell List
- 1st Level
Absorb Elements, Armor Of Agathys, Cause Fear, Detect Magic, Feather Fall, Inflict Wounds, Ray of Sickness, Unseen Servant
- 2nd Level
Arcane Lock, Blur, Detect Thoughts, Enhance Ability, Knock, Mind Spike, Nystul’s Magic Aura, Phantasmal Force, See Invisibility, Shadow Blade
- 3rd Level
Bestow Curse, Blink, Counterspell, Fear, Gaseous Form, Life Transference, Nondetection, Protection From Energy, Thunder Step, Vampiric Touch
- 4th Level
Arcane Eye, Blight, Dimension Door, Freedom of Movement, Greater Invisibility, Locate Creature, Sickening Radiance
- 5th Level
Animate Objects, Dance Macabre, Destructive Wave, Dream, Legend Lore, Skill Empowerment, Telekinesis
- School Mastery
At 7th level with considerable mental energy you have specialized your arcane powers. Choose 1 school of magic as your School Mastery. You gain the ability to cast any spell from that school of magic. That spell counts as an Astral Projectionist spell. You must still pay any costs required of the spell such as spell slot, material components, casting time, etc. Once you use this ability you cannot use it again until you finish a long rest.
Additionally you learn 1 spell with the Ritual tag from your School Mastery. You can only cast this spell as a ritual and it must be of 1st or 2nd level.
You may choose another school of magic at level 15. Also choose 1 additional Ritual spell of 4th level or lower from either school. Finally you can now use School mastery 2 times between long rests.
- Counter Magic
At 11th level you have advantage on saving throws and resistance to damage from any spell of your School Mastery. Additionally you gain the ability to cast Dispel Magic at it's lowest level on any spell that is of your School Mastery. You can use this ability a number of times equal to your Intelligence modifier. You regain all uses of this after a long rest.
Astral Path - Astral Fighter
Astral Fighters train endlessly to use their projection as a separate entity in combat.
- Tandem Fighting
At 3rd level your astral projection gains it's own initiative and actions with the same abilities as you, although it is unable to take reactions. Bonus actions are shared between your physical form and astral projection. Furthermore, Astral Strike is now considered an action.
By forsaking higher level magic your astral mastery now starts to affect your physical body. Beginning at 5th level, when you move you may move in between planes then come back to the material plane. Once per turn as a bonus action you may teleport into an unoccupied space that you can see, by spending movement equal to the distance traveled. This does not provoke attacks of opportunity
- Strong Willed
At 11th level, your proficiency in utilizing your astral projection has provided you with more options. You may now use a 2nd action with your astral projection, however, only to use Astral Strike. Furthermore, if you or one of your party members are below 15% hp, your astral projection gains a 1.5x modifier to damage done, as well as getting a critical hit at 18 or above.
Prerequisites. To qualify for multi-classing into the Astral Projectionist class, you must meet these prerequisites: 13 Intelligence, 13 Constitution
Proficiencies. When you multiclass into the Astral Projectionist class, you gain the following proficiencies: 1 skill of your choice from the Astral Projectionist skill list, Light Armor, shields, simple weapons, martial weapons.