Otherworldly Patron: The Astral Dragon
You've made a pact with an astral dragon, the natural residents of the astral plane and one of the only creatures that can travel through all existing planes at will. These dragons are highly intelligent, and their solitary chaotic nature makes their personality quite complex and often quirky. An astral dragon's interests may vary, but it often has personal endeavors such as treasure hunting, studying spells, or simply living free of any restrictions. They are the embodiment of freedom and thought.
Astral Dragon Expanded Spells
Spell level | Spells |
---|---|
1st | feather fall, shield |
2nd | detect thoughts, see invisibility |
3rd | blink, sending |
4th | greater invisibility, storm sphere |
5th | telekinesis, teleportation circle |
Portal Gates
Starting at 1st level, your connection to the realm of thought lets you manipulate magic with your bare hands, granting you the ability to you use your hands as arcane focuses as well as to open colorful, mist filled portals.
You can use this feature as a bonus action to open to 2 disk shaped Portal Gates with a radius of up to 5 feet on two points you can see within 40 feet of you. You decide their orientation as you open them, and both of their sides act as portals.
A creature that shares a Portal Gate's space and fits in it can expend 5 feet of movement to enter it. The creature then teleports to an empty space inside another Portal Gate you choose within 40 feet of it.If no such space is available, the teleportation fails.
You can close or rotate Portal gates as a bonus action. A Portal Gate lasts for 1 minute or until you close it.
Only 2 gates can be open at a time; this becomes 3 at 10th level.
Portalist Reflex
Beginning at 6th level, Your expertise at manipulating your portals lets you use a reflexive portal maneuver.
As a reaction when you see a weapon or spell attack, you can redirect it to a point or creature you can see within 60 feet, leaving the original target unafected. An attack redirected towards a creature uses the attacking creature's attack and damage rolls. Portals opened in this way don't count against your number of opened portals, and redirected attacks or objects must fit into a Portal Gate.
You must finish a short or long rest before you can use this feature again.
Astral Mind
Starting at 10th level, your mind becomes closer to that of an astral being; perfectly serene and unchangeable. It is similar to the astral void, which can overwhelm the mind of those who manipulate it.
You have resistance to psychic damage and have advantage on intelligence and wisdom saving throws. When a creature deals psychic damage to you or attempts to charm, frighten or possess you and fails, it must succeed on an Intelligence saving throw against your warlock spell DC or become stunned until the start of your next turn.
Psychic Storm
Starting at 14th level, you can use this feature as part of an attack to tap into the astral dragon's lair powers and manifest psychic winds around you.
You choose a number of creatures up to to your Charisma modifier within 120 feet. Targets are pushed up to 15 feet in directions you choose and take 3d10 psychic damage. A targeted creature must succeed on an Intelligence saving throw against your warlock spell DC or be affected by the psychic wind's mental effects, which are determined by the following table :
d20 | Mental Effect |
---|---|
1-9 | 4d10 psychic damage |
10-14 | Stunned for 1 minute; it can repeat the saving throw at the end of each it's turns to end the effect |
15-17 | Unconscious for 1 minute, until it takes damage or another creature uses an action to shake it awake |
18-20 | Short term madness for 5 minutes (DMG p.259) |
Once you use this feature, you can't use it again until you complete a long rest.
14th level Variants...
The effects table is an adaptation of the DMG's (p.48). Replacing the table by the original can be done with DM approval.
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