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Astral Origin

Homebrew Sorcerer subclass for D&D 5e


At 1st level, you choose the source of your connection to the astral sea. This could be a powerful entity in the astral sea, such as a god, a primordial, or an elder evil; a result of exposure to the astral sea, such as a portal, a planar rift, or a near-death experience; or perhaps you were born there, either as a native or a descendant of planar travelers.

Astral Spells#

1st-level Astral Origin feature.You learn additional spells when you reach certain levels in this class, as shown on the Astral Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Sorcerer LevelSpells
1stDetect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com
, Shield (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.

View on dndbeyond.com
3rdMisty Step (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The caster is teleported up to 30 feet.

View on dndbeyond.com
, Detect Thoughts (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster detects the superficial thoughts of a creature within 30 ft, and the deepest if the target misses a Wis. save.

View on dndbeyond.com
5thPulse Wave (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

View on dndbeyond.com
, Clairvoyance (divination)
Level: 3
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Create an invisible sensor in a familiar location within 1 mile, allowing to see or to hear (to choose, can switch).

View on dndbeyond.com
7thBanishment (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).

View on dndbeyond.com
, Dimension Door (conjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and another creature of the same size are teleported to a maximum of 500 feet.

View on dndbeyond.com
9thContact Other Plane (divination)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: Yes

Contact an extraplanar entity to ask it 5 questions if an Int. save is successful. Otherwise, 6d6 psychic damage.

View on dndbeyond.com
, Wall of Force (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage.

View on dndbeyond.com

Astral Shield#

1st-level Astral Origin feature.You gain the ability to create a protective barrier of astral energy. As a reaction when you or a creature within 30 feet of you takes damage, you can use your reaction to reduce the damage by an amount equal to your Charisma modifier (minimum of 1). Additionally, you can expend sorcery points to further reduce the damage. For every sorcery point you spend, the damage is reduced by 5 points.

Astral Aura#

6th-level Astral Origin feature.You radiate an aura of astral energy that affects yourself and your allies within 10 feet of you. You and any ally in your aura gain advantage on saving throws against effects that would banish, charm, frighten, paralyze, petrify, or stun you. Additionally, when you or an ally in your aura hits a creature with an attack or a spell that deals damage, you can use your reaction to add your Charisma modifier (minimum of +1) to the damage roll as force damage.

Astral Movement#

14th-level Astral Origin feature.You gain the ability to move through space by simply thinking about moving. You gain a flying (hover) and swimming speed, and can move in any direction. Your speed speed (in feet) is equal to 3 × your Intelligence score (minimum 30 feet). This movement ignores the effects of strong winds, underwater currents or other effects unless you choose to be affected by them.

Astral Ally#

18th-level Astral Origin feature.You gain the ability to project an astral dreadnought from the astral plane to your location. As an action, you can expend 5 sorcery points to project an astral dreadnaught to an unoccupied space within 60 feet of you. The projection is friendly to you and follows your commands. It uses the Astral Dreadnought’s stat block, but it has 150 hit points and has no legendary resistance or legendary actions. The projection acts immediately after you in combat. The projection remains for up to 1 hour, until you use your action to end the projection, or it is destroyed. If the projection is destroyed, the link between you and the dreadnought is severed, but the dreadnought itself is unharmed in the astral sea. Once you use this feature you cannot do so again until you complete a long rest.
This feature does not work if you are on the astral plane.
Once you use this feature, you can’t do so again until you finish a long rest.
Illustration: Midjourney
background image

Astral Origin

Homebrew Sorcerer subclass for D&D 5e


At 1st level, you choose the source of your connection to the astral sea. This could be a powerful entity in the astral sea, such as a god, a primordial, or an elder evil; a result of exposure to the astral sea, such as a portal, a planar rift, or a near-death experience; or perhaps you were born there, either as a native or a descendant of planar travelers.

Astral Spells#

1st-level Astral Origin feature.You learn additional spells when you reach certain levels in this class, as shown on the Astral Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Sorcerer LevelSpells
1stDetect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com
, Shield (abjuration)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.

View on dndbeyond.com
3rdMisty Step (conjuration)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

The caster is teleported up to 30 feet.

View on dndbeyond.com
, Detect Thoughts (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster detects the superficial thoughts of a creature within 30 ft, and the deepest if the target misses a Wis. save.

View on dndbeyond.com
5thPulse Wave (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

View on dndbeyond.com
, Clairvoyance (divination)
Level: 3
Casting Time: 10 minutes
Concentration: Yes
Ritual: No

Create an invisible sensor in a familiar location within 1 mile, allowing to see or to hear (to choose, can switch).

View on dndbeyond.com
7thBanishment (abjuration)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).

View on dndbeyond.com
, Dimension Door (conjuration)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and another creature of the same size are teleported to a maximum of 500 feet.

View on dndbeyond.com
9thContact Other Plane (divination)
Level: 5
Casting Time: 1 minute
Concentration: No
Ritual: Yes

Contact an extraplanar entity to ask it 5 questions if an Int. save is successful. Otherwise, 6d6 psychic damage.

View on dndbeyond.com
, Wall of Force (evocation)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage.

View on dndbeyond.com

Astral Shield#

1st-level Astral Origin feature.You gain the ability to create a protective barrier of astral energy. As a reaction when you or a creature within 30 feet of you takes damage, you can use your reaction to reduce the damage by an amount equal to your Charisma modifier (minimum of 1). Additionally, you can expend sorcery points to further reduce the damage. For every sorcery point you spend, the damage is reduced by 5 points.

Astral Aura#

6th-level Astral Origin feature.You radiate an aura of astral energy that affects yourself and your allies within 10 feet of you. You and any ally in your aura gain advantage on saving throws against effects that would banish, charm, frighten, paralyze, petrify, or stun you. Additionally, when you or an ally in your aura hits a creature with an attack or a spell that deals damage, you can use your reaction to add your Charisma modifier (minimum of +1) to the damage roll as force damage.

Astral Movement#

14th-level Astral Origin feature.You gain the ability to move through space by simply thinking about moving. You gain a flying (hover) and swimming speed, and can move in any direction. Your speed speed (in feet) is equal to 3 × your Intelligence score (minimum 30 feet). This movement ignores the effects of strong winds, underwater currents or other effects unless you choose to be affected by them.

Astral Ally#

18th-level Astral Origin feature.You gain the ability to project an astral dreadnought from the astral plane to your location. As an action, you can expend 5 sorcery points to project an astral dreadnaught to an unoccupied space within 60 feet of you. The projection is friendly to you and follows your commands. It uses the Astral Dreadnought’s stat block, but it has 150 hit points and has no legendary resistance or legendary actions. The projection acts immediately after you in combat. The projection remains for up to 1 hour, until you use your action to end the projection, or it is destroyed. If the projection is destroyed, the link between you and the dreadnought is severed, but the dreadnought itself is unharmed in the astral sea. Once you use this feature you cannot do so again until you complete a long rest.
This feature does not work if you are on the astral plane.
Once you use this feature, you can’t do so again until you finish a long rest.

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