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 Astral Defense
- 1.2.5 Astral Path
- 1.2.6 Astral Actions
- 1.2.7 Ability Score Increase
- 1.2.8 Defiant Mind
- 1.2.9 Project Beyond
- 1.2.10 Sight of the Planes
- 1.2.11 Effortless Astral Projection
- 1.2.12 Flawless Control
- 1.2.13 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.
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 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 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.
At 9th level when you fail a Wisdom, Charisma, or Intelligence saving throw you can choose to instead succeed on the saving throw and take a level of exhaustion. You may not use this ability while suffering from exhaustion.
Additionally at the end of a short rest you can remove 1 level of exhaustion. You may use this ability once per long rest.
When you reach level 10 in Astral Projectionist you can temporarily disconnect from your physical body. At the beginning of your turn before taking any action you can use your movement to move your astral projection up to 30 feet away from your physical form in any direction. On successive turns your astral form has 30 feet of movement and can move in any direction. Your astral can never move more than 30 feet away from your physical form and will be pulled as if it is on a rope if your physical form ever is moved more than 30 feet away. If your astral form is ever severed from your physical form while projecting this way it will instantly snap back to your body. Additionally your astral form can return to your physical form at the end of any of your turns. Although, if your astral form takes any damage or gains a negative effect, the damage or effect is negated and it instantly returns to you.
Sight of the Planes
At 13th level you gain blindsight out to 10 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. Once you use this ability you cannot use it again until after 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.
- Extra Training
At 7th level, through extensive training, your astral projection can stay away from your physical form even when taking damage. Any damage your astral projection takes is transferred to you, however, effects will now only affect it, E.g. a haste or slow spell targeted at your projection will only affect your projection, no longer being transferred to you.
- 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.