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The Aspect

Powerful Astral Progenitor Gods of Discordia have long since chosen individuals to become Aspects, the walking wills of these Deities, empowering them, or taking over their bodies completely. Occasionally the Aspects choose a less direct approach, one that doesn’t require their full attention, they empower a willing individual, a cultist, a devout follower, or a desperate cretin and grant them a small portion of their power. A Warlock of the Aspect’s wills and goals can vary wildly depending on the God that empowered them as well as the powers that they wield.
hit dice: See Warlock
hit points at 1st level: See Warlock
hit points at higher levels: See Warlock
armor proficiencies: See Warlock
weapon proficiencies: See Warlock
tools: See Warlock
saving throws: See Warlock
skills: See Warlock
starting equipment:
See Warlock
spellcasting:
See Warlock
class features:

The Aspects

  You choose your patron god or determine it randomly, using the Aspects table. Reroll 1-6.
D20 (Reroll 1-6) Aspect
7 Charger
8 Daylight Star
9 Destroyer
10 Evening Star
11 Great Beyond
12 Immortal Fire
13 Messenger
14 Protector
15 Punitive Justice
16 Redemptive Justice
17 Scourge
18 Serpent
19 Trickster
20 Warrior

Expanded Spell List

1st-level Aspect feature The Aspect lets you choose from an expanded list of spells when you learn a warlock spell. The Aspect Expanded Spells table shows the aspect spells that are added to the warlock spell list for you, along with the spell associated in the table with your chosen Aspect.
1st 2nd 3rd 4th 5th
Aspect Chromatic Orb Augury Beacon of Hope Divination Legend Lore
Charger Longstrider Barkskin Spirit Guardians Freedom of Movement Passwall
Daylight Star Heroism Spiritual Weapon Daylight Guardian of Faith Dawn
Destroyer Thunderous Smite Maximillian's Earthen Grasp Call Lightning Staggering Smite Destructive Wave
Evening Star Sleep Moonbeam Melf's Minute Meteors Phantasmal killer Bigby's Hand
Great Beyond Thunderwave Dragon's Breath Lightning Bolt Ice Storm Flame Strike
Immortal Fire Burning Hands Flame Blade Fireball Wall of Fire Immolate
Messenger Dissonant Whispers Detect Thoughts Clairvoyance Arcane Eye Telepathic Bond
Protector Bless Healing Spirit Mass Healing Word Aura of Life Hallow
Punitive Justice Searing Smite Branding Smite Crusader's Mantle Find Greater Steed Holy Weapon
Redemptive Justice Hunter's Mark Tasha's Mind Whip Revivify Resilient Sphere Cone of Cold
Scourge Inflict Wounds Spike Growth Erupting Earth Black Tentacles Maelstrom
Serpent Tasha's Caustic Brew Acid Arrow Slow Vitriolic Sphere Cloudkill
Trickster Tasha's Hideous Laughter Enhance Ability Blink Greater Invisibility Modify Memory
Warrior Wrathful Smite Blur Haste Stone Shape Banishing Smite

The Aspect Imprint

1st-level Aspect feature Based on the different Aspect with which you make a pact you obtain different proficiencies and bonuses.  

Warrior, Punitive Justice, Destroyer, Charger

  • Proficiency with medium armor, shields, and martial weapons. As a bonus action you empower yourself for 1 minute, allowing you to use charisma as your modifier for attack and damage rolls instead of strength. Additionally you can choose to empower one weapon attack to deal an additional 1d10 damage. This bonus increases to 2d10 at level 6, and 3d10 at level 10. You can't use this feature again until you finish a short or long rest.
 

Trickster, Serpent, Messenger

  • As an action you can channel the guile of your aspect and cause all creatures you choose within a 10ft. cube originating from you to make a wisdom saving throw against your warlock save DC or be charmed or frightened by you until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. Additionally, you gain advantage on Deception checks.
 

Scourge, Great Beyond, Immortal Fire, Evening Star

  • Your single target cantrips that require an attack roll now deal extra damage to creatures that you choose within 5 feet of your target. The damage is equal to your charisma modifier. This bonus increases to include your proficiency bonus at level 10. Additionally whenever you deal damage to an enemy who is not at full health you can choose to use Consume, causing one of the damage dice you've rolled to instead be maximum damage and grant you temporary HP equal to that amount. You have PB uses of this ability, and can use multiple Consumes on the same attack. You regain all uses on a long rest.
 

Redemptive Justice, Protector, Daylight Star

  • As an action you can empower yourself and an ally, granting resistance to all damage and advantage against saving throws until the end of your next turn. Then, for 1 minute you can use your reaction to grant resistance to your ally for one attack, and your ally can use their reaction to grant you resistance against one attack. Once you use this feature, you can't use it again until you finish a short or long rest. Additionally, you gain a +1 bonus to AC.
 

Spiritual Channeling

6th-level Aspect feature Channel a portion of the power of the aspect you are attuned with.  

Punitive Justice, Immortal Fire, Messenger

  • As a bonus action, you can give yourself a flying speed of 30 ft that lasts 10 min, during which you can hover. You can use this bonus action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest. Additionally, you gain proficiency in Dexterity Saving Throws.
 

Warrior, Daylight Star, Evening Star, Protector

  • As a reaction, you can shield yourself from an instance of damage, granting you resistance to it, and granting yourself 1d12 + Charisma modifier temporary HP. The temporary HP can be applied before the instance of damage or afterwards. You can use this reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest. Additionally, you gain proficiency in Strength Saving Throws.
 

Destroyer, Serpent, Scourge, Charger

  • You become attuned to your destructive magic, allowing you to roll an extra damage die on a spell that you cast. You can use this ability a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest. Additionally, you gain proficiency in Constitution Saving Throws.
 

Great Beyond, Redemptive Justice, Trickster

  • You can tap into great magic to bend luck. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack mises you, your next attack roll against that creature has advantge before the end of your next turn. You can also choose to take disadvantage on a saving throw on a magical effect to impose disadvantage against that creature on your next spell against them. Additionally, you gain proficiency in Intelligence Saving Throws.
 

Astral Armor

10th-level Aspect feature You gain resistance to psychic and radiant damage. Additionally whenever you cast a spell using a pact slot, the next attack roll against you that hits, you may roll a d6, on a 4 or higher the attack instead misses.  

The Joining

14th-level Aspect feature You achieve pure synchronization with your Aspect, allowing your aspect to pour their strength into your body.
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.
subclass options:
LevelAbilities
1Expanded Spell List, The Aspect Imprint
6Spiritual Channeling
10Astral Armor
14The Joining

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Second Default.

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