Astral Walker (5e Subclass)

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Astral Walker[edit]

Warlock Subclass

Your patron is a powerful being of the Astral Plane. You have bound yourself to an ancient who travels the Astral Plane in search of knowledge and holds secrets that were forgotten before the mortal races were born. Its motives are often inscrutable, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. Your pact with that being allows you to experience the barest touch of Astral Plane itself and it's connection to everything throughout the multiverse. In return for your patron's gifts, you wander the world seeking lore that you can share with the Astral Walker.

Your patron could be any deity or other powerful entity dedicated to knowledge or forgotten lore, like The Far Wanderer, The Gray Voyager, The Lord of Knowledge, The Sovereign of Law and Lore, or The Gate of Souls. Being connected to such power can cause changes in your behavior and beliefs making you experience wanderlust and a desire to explore, as well as manifest physical changes as your body is suffused and permeated with planar energy.

Astral Walkers have a knack for spells that focus on locating objects, creatures, and lore, and often take spells that allow them to understand languages early on. Later in their progression, they often choose astral projection or mind blank as their higher level Mystic Arcanums to facilitate travel through the planes in order to seek the knowledge of the multi-verse and ensure that their minds remain girded against the predations of planar threats so that knowledge is never lost.

Expanded Spell List[edit]

Spell Level Spells
1st guiding bolt, shield
2nd locate object, see invisibility
3rd blink, clairvoyance
4th arcane eye, locate creature
5th animate objects, legend lore

Expert Understanding[edit]

At 1st level, pick two skills from the following list: Arcana, History, Nature, or Religion. You gain proficiency in those skills. Choose one of those skills you are proficient in and gain Expertise. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You also gain proficiency in the Calligrapher's Supplies artisan artisan tool.

Knowledge of the Eons[edit]

Starting at 6th level, you gain Advantage on all skill checks in the following skills: Arcana, History, Nature, or Religion.

Spell Simulacrum[edit]

Starting at 10th level, you learn the spells counterspell and dispel magic. Any time you use the counterspell or dispel magic spells to counter or end a spell, you gain insight into that spell. You may cast that spell as though you know the spell as part of your Warlock spell list for a number of rounds equal to your Charisma modifier. The spell may only be cast at it's base level. The spell requires you to expend a spell slot equal to the spells base level. If the spell is level 6 - 9, you may instead cast the spell using the appropriate level Mystic Arcanum instead of your normal Mystic Arcanum of that level.

Versatile Arcanum[edit]

Starting at 14th level, at the end of a long rest you may substitute plane shift or etherealness for your normal 7th level Mystic Arcanum. This change reverts at the end of your next long rest.

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