Aspect |
Ability |
Description |
Charger |
Bull Rush |
As an action, you call forth the powerful strength of the charger blasting all creatures in a 10ft wide and 120ft long line with a Dexterity saving throw, creatures who fail take 6d10 piercing damage that counts as magical for the purpose of bypassing resistances and knocking enemies prone, half as much damage on a success and enemies are not knocked prone. Additionally, you can choose to follow the blast forward and move alongside it until you make contact with a creature. |
Daylight Star |
Solar Flare |
As an action, you call upon the fury of the sun that strikes an area within 30 feet with a cylinder with a 15ft radius causing all affected creatures to perform a dexterity saving throw, dealing 3d8 fire damage and 3d8 radiant damage, or half as much on a success. Creatures who fail the save are blinded until they succeed on a constitution check vs your spell save DC, and are stunned until the end of your next turn. |
Destroyer |
Rampaging Star |
As an action, you empower yourself, granting yourself resistance to all damage, doubling your speed, granting you +5 bonus damage, gaining an extra attack when you take the attack action, and allowing you to critically strike on attack rolls of 17 or higher. |
Evening Star |
Pale Cascade |
As an action, you call upon the brilliance of the moon that bathes you and all creatures in a 15ft radius cylinder around you. Hostile creatures take 4d10 Radiant damage on a failed Constitution save vs your spell save DC and become frightened until the end of your next turn, or half as much damage and do not become frightened. Allies (including yourself) in the cylinder instead recieve 2d10 temporary HP and their next attack roll is done at advantage and deals 1d8 extra radiant damage. |
Great Beyond |
Cerulean Drake |
As an action, you summon the great unknown celestial fury, granting yourself blindsight out to 30 feet, and spectral wings that give you a flying speed of 60 feet for 1 minute. Additionally, while in this form you may breath celestial energy in a 60ft cone causing all creatures to perform a Dexterity saving throw or take 6d8 force damage, or half as much on a success. |
Immortal Fire |
Phoenix Down |
When you would be reduced to 0 HP, or when rolling a death saving throw, you can choose to instead to immediately regain half your HP plus your Warlock Level + your Charisma modifier and rise to your feet if you choose to, and deal 5d8 fire damage to creatures you choose within 30 feet. |
Messenger |
Express Delivery |
As an action, you and a number of creatures you choose equal to your Charisma modifier plus your Proficiency Bonus, become empowered as if under the effect of a Haste spell, doubling the targets' speed, +2 bonus to AC, advantage on DEX saving throws, and gaining an additional action on each of their turns, which can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. This effect lasts for a minute after which the effect ends with no drawbacks. |
Protector |
Cosmic Radiance |
As an action, you choose a number of creatures equal to your Charisma modifier plus your Proficiency Bonus, granting them protection from harm with 5d10 plus your Charisma modifier in temporary HP. |
Punitive Justice |
Divine Judgment |
As an action, you are shrouded with golden light and gain immunity to all damage until the end of your next turn, at which point the golden light explodes, dealing 5d8 radiant damage to chosen creatures within 30 feet of you. |
Redemptive Justice |
Soul Shackles |
As an action, you shackle up to ten creatures within 30 feet of you, causing them to make an intelligence saving throw against your spell save DC, on a failure they take 5d10 psychic damage and become stunned, on a success they take half damage and are not stunned. Stunned creatures can repeat the saving throw at the end of each of their turns to end the effect. |
Scourge |
Obliteration |
As an action you fire a ray of foul dark magic from your finger to a target you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by a wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 13d6 +40 force damage. The target is completely destroyed if this damage leaves it with 0 hit points, similar to the Disintegration spell. Any excess damage of this ability can be fired off at an additional creature using your bonus action, creatures hit by the second ray are not destroyed if the damage leaves it with 0 hit points. |
Serpent |
Venomous Spite |
As an action you unleash a cone of sickening magic, each creature in a 60-foot cone must make a Dexterity saving throw. Each target takes 10d6 poison damage on a failed save, or half as much on a successful one. Targets that fail the save must make a Constitution saving throw at the end of each of its turns. If it succeeds three times the spell ends, if it fails three times, the creature permanently turns to stone and is subjected to the petrified condition. |
Trickster |
Spell Stealer |
As a reaction when an enemy or ally casts a spell you can steal or copy it, copying the spell requires no check and may be cast on your turn for free. Stealing a spell requires either a sleight of hand, arcana, or deception check contested via the caster's concentration check. Succeeding effectively acts as a counterspell and allows you to immediately cast the spell as part of the reaction, or cast the spell on your next turn for free. Failing the ability check does not consume this feature until you fail a number of times equal to your Proficiency Bonus. |
Warrior |
Grand Starfall |
As an action you shroud yourself in golden orange wreathing flames and leap into the air choosing a selected point within 300ft to come crashing down on dealing 5d8 bludgeoning damage that counts as magical for the purpose of overcoming resistances. Moving in this way does not provoke opportunity attacks and allows you to take a number of allies with you equal to your Proficiency Bonus. |