Pact of the Planets (5e Subclass)

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Pact of the Planets[edit]

There is so much power in this world, but what of the world beyond ours and the planets that co-exist? The Planetary Warlock uses the powers granted from forging a pact with these extraterrestrial beings. The Planetary Warlock may manipulate the alignment of the universe for their own selfish benefits or share the wealth with their allies.

Pact of the Planets Expanded Spell List
Warlock Level Spells
1st Guiding Bolt, Color Spray
2nd Invisibility, Blur
3rd Spirit Guardians, Magic Circle
4th Dimension Door, Banishment
5th Hallow, Mislead

Planetary Alignment Starting at 1st level, your pact forged with the gods of the planets have you intuned to their rotations, making you perfectly aligned with the universe. You gain 'Interstellar' points that can be expended to channel the power of the planets and manifest them into the physical realm. You have Interstellar points equal to your level in this class.

As a bonus action, you may expend one Instellar point to mark a target within 40ft of you rolls to be at a disadvantage until the end of your next turn or to re-roll a natural 1.

Alien Bond

At 6th level your patrons have trusted you to take on more of their power and influence, granting you to adopt a planet of your preference to be under your manipulation. You may switch which planet's energy you let channel through you after completing a long rest or expending a total of 3 Interstellar points and using your entire turn.

Mercurius: When aligned to this planet, you gain an additional 10ft to your movement speed and temporarily gain proficiency in dexterity, and charisma rolls. Gain the spell, 'comprehend languages' which is cast through your charisma modifier.

Jyupettr: Aligning to this planet spreads fortune to you and your allies within a 40ft radius. If your allies step outside of this radius, they immediately lose the benefits from it. When you or your allies make an ability check or a saving throw they gain an advantage on the roll, if anyone within the radius gets a natural 20, the radius is increased by 10ft and lets you choose whether you want to give a d6 to your allies or yourself. To end its influence early, you can expend two Interstellar points as a bonus action but you cannot pick up another planet's energy until you complete a long rest.

Plutionia: Becoming aligned to this planet adds a d4 to your damage die and grants necrotic damage, if the attack already has an elemental effect on it, the necrotic damage replaces it instead. You may expend 2 Interstellar points to give yourself 'false life', gain the ability to cause 'decay' on the next target who takes damage from you, or gain the spell 'bane' which is cast through your charisma.

'Decay' lowers the target AC by 2 due to foreign, alien-like bacteria feasting upon their armor. If they keep the armor on for the next 3 turns, their constitution is reduced by 3 as it begins to eat their flesh.

Tsateern: By aligning to this planet it allows you to manipulate time around you, and your foes or to burden the enemy. You may expend one Interstellar point as a reaction to the roll of a target within 60ft of you, and pick up to two targets of your choosing. They must re-roll that roll you have called out with a disadvantage, or whenever you cast a spell that hits you may force back the target(s) that were dealt damage by 15ft, if they hit a wall they are stunned.

Foreign Gambit

At 10th level, you are immune to celestial, necrotic, and acid damage. If you are hit by one of these, you may as a reaction transmute the damage into healing you. Increasing your health points by the total damage that would be dealt to you, if the healing goes over your total health points, translate it into temporary health.

Whenever you expend more than one or more Interstellar points on yourself, you may share the benefits of it with up to three target allies within 60ft range and within vision of you.

Perfected Influence

Starting at 14th level, you may now have up to two planets' influence under your control and you can switch between them after completing a short rest. Rolls under 5 may be re-rolled once a day and have an additional d4 added to them, expended Interstellar points are more expensive - being increased by an additional point but can be regained now through a short rest. So if one feat took only 2 interstellar points, it will now take 3.

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