Astral Bloodline (5e Subclass)

Astral Bloodline

Your innate magic comes from The Stars, this can be in the form of as many stars in the sky and you yourself have a unique connection to each constellation in the sky.

Be it you were born on a particular day in the rotation of stars, perhaps you are the incarnation of a constellation, maybe you were born on the great ships that fly through the stars. Either way you were born with the ability to draw from and even harness the constellations.

As one would expect, the names of the stars, and constellations you are born to change between cultures, maybe even the abilities associated with these Astral figures, how individuals interact with you will change based on the culture. One culture may worship you as the humanoid form of a God, one may despise you for stealing from the stars, and some will remain unaware of your existence...not even able to see the stars themselves.

Astral Bloodline Bonus Spells
Sorcerer LevelSpells
1stcomprehend languages, sleep
3rdmoonbeam, phantasmal force
5thcall lightning, summon fey

Astral Connection

From 1st level, you're innate connection to the stars in the sky allow you to take on the attributes of the constellations. You choose one constellation from the following and gain it's feature. The names of the constellation may change depending on your culture on environment for instance Taurus might be Beaver.

Choose from one of the following

  • Taurus: Your hit point maximum increases by one per level in this class, additionally you gain resistance to cold damage
  • Aquarius: You gain the water breathing trait, additionally you gain resistance to acid damage
  • Aries: While not wearing armor your armor class is equal to 13 + your Dexterity Modifier, additionally you gain resistance to fire damage
  • Capricorn: You gain expertise in the insight skill, additionally you gain resistance to thunder damage
  • Auriga: Your movement speed increases by 10, additionally you gain resistance to lightning damage
  • Corvus: You gain darkvision for 60 feet, additionally you gain resistance to radiant damage

Every time you gain 1 level in the sorcerer class you may change your Astral Connection.

Astral Figure

Starting at 2nd level, you begin to harness the powers of the stars themselves. As a bonus action you may spend 1 sorcery point to project your astral figure, for 1 minute you gain a flying speed equal to your walking speed +10 and you can move through other creatures and Objects as if they were Difficult Terrain, should you end your turn inside of an object you are instead pushed out 5 feet in the closest direction. Additionally, while in this form constellations wrap themselves around your body and you shine bright daylight for 15 feet and dim light for an additional 45 feet.

Greater Connection

At 6th level, your connection to the stars allows you to take on more powerful attributes of the constellations. You choose one constellation from the following and gain it's feature.

  • Taurus: When you hit a creature with a spell or cantrip you may expend 1 sorcery point to have that opponent make an athletics check or fall prone.
  • Aquarius: You gain a swimming speed equal to double your regular movement speed
  • Aries: When you hit a creature with a spell or a cantrip you may expend 1 sorcery point to deal an extra 1d4 fire damage
  • Capricorn: You gain advantage on saving throws against being charmed, or frightened
  • Auriga: You may expend 1 sorcery point to move double your movement speed without taking the dash action on your turn
  • Corvus: You gain advantage on perception checks that rely on sight

Greater Form

By 14th level, your constant use of the constellations powers has created a residual effect. The constellations that appear on your body when you use your Astral Form now become permanent appearing as tattoos on your skin. When using your Astral Form you gain the following benefits

  • If an opponent would die to an attack made by you the residual damage may be transferred to another creature that you can see within 30 feet of the creature that died
  • You roll with advantage on charisma, and constitution saving throws
  • When you cast a spell you may expend three sorcery points to have an opponent roll with disadvantage if the spell requires a saving throw
  • When you cast a spell you may expend three sorcery points to make the attack roll with advantage

Complete Connection

Starting at 18th level, you embody the constellations and their powers. You choose one constellation from the following and gain it's feature

  • Taurus: You gain advantage on strength saving throws and skill checks, additionally you may expend three sorcery points to cast wall of stone without expending a spell slot
  • Aquarius: You may expend three sorcery points to cast wall of water, and watery sphere without expending a spell slot
  • Aries: If you hit an opponent with a spell attack that can only target one creature and doesn't have a range of self if you roll the same number at least two of the damage die you may target a second creature in range with the same spell.
  • Capricorn: You gain advantage on wisdom, intelligence, and charisma saving throws, additionally you become immune to being frightened and charmed
  • Auriga: Your movement speed increases by another 10 feet and you can expend three sorcery points to cast expeditious retreat without expending a spell slot, casting it in this way does not require concentration and can last for 1 hour.
  • Corvus: You can cast false life at second level without expending a spell slot as an action, and you gain a flying speed equal to double your walking speed



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