Astral Disciple

Astral Disciples embrace the cosmic mysteries through disciplined study and otherworldly devotion. They see starlight and shadow as two sides of a grand cosmic tapestry. With every ritual, every invocation of astral power, they risk glimpsing forces too vast for mortal comprehension. Their goal is to uncover the universe’s deepest enigmas—knowing full well that to touch the edges of eternity is to walk a fine line between enlightenment and madness.

Class Features

Hit Die d6
Primary Ability Intelligence, Wisdom
Saving Throws Intelligence, Wisdom

Proficiencies

Armor
Weapons Daggers, Quarterstaffs, Darts, Slings
Skills Choose 2 from Arcana, Insight, History, Religion

Starting Equipment

• (a) a quarterstaff or (b) a dagger
• (a) a component pouch or (b) an arcane focus
• (a) a scholar's pack or (b) an explorer's pack
• a spellbook

Class Resources

Astral Points 5 (After a Long Rest)

Class Abilities

Spellcasting

Spellcasting Ability Intelligence
Cantrips Known 3
Astral Bolt
Level 1 Evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Instantaneous

You fire a bolt of condensed starlight.

Damage
Saving Throw: Dexterity
Damage: 1d10 radiant (+1d10 per spell level above 1st)
At Higher Levels:

Damage increases by 1d10 per slot above 1st

Celestial Ward
Level 1 Abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: 1 minute

You grant a creature resistance to radiant and necrotic damage.

Buff
Damage: null null
Void Tether
Level 2 Necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You bind a creature to its space with tendrils of void.

Control
Saving Throw: Strength
Damage: 2d6 force (+1d6 per slot above 2nd)
Conditions: restrained
At Higher Levels:

Damage increases by 1d6 per slot above 2nd

Ethereal Grasp
Level 2 Conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Instantaneous

Your hand phases into the Ethereal Plane. Make a melee spell attack against one creature you can reach.

Damage
Damage: 3d6 force (+1d6 per slot above 2nd)
At Higher Levels:

Damage increases by 1d6 per slot above 2nd

Hypnotic Stars
Level 3 Enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: 1 minute

A field of twinkling lights weaves a mesmerizing pattern.

Control
Saving Throw: Wisdom
Damage: null null
Conditions: charmed
At Higher Levels:

Can target two additional creatures

Dimension Sliver
Level 3 Conjuration
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Instantaneous

You teleport an object you can see weighing up to 10 pounds to an unoccupied space you can see within range.

Utility
Damage: null null
Cosmic Rift
Level 4 Evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

A rift opens at a point you choose, dealing force damage.

Damage
Saving Throw: Dexterity
Damage: 6d8 force (+1d8 per slot above 4th)
At Higher Levels:

Damage increases by 1d8 per slot above 4th

Stellar Shield
Level 4 Abjuration
Casting Time: 1 reaction
Range: Self
Components: V, S
Duration: 1 round

An immaterial shield of star-light appears and lasts until the start of your next turn.

Buff
Damage: null null
Astral Storm
Level 5 Evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M
Duration: Instantaneous

A swirling cloud of cosmic energy batters creatures in an area.

Damage
Saving Throw: Constitution
Damage: 5d6 force (+1d6 per slot above 5th)
At Higher Levels:

Damage increases by 1d6 per slot above 5th

Plane Collapse
Level 5 Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You create localized planar instability. Each creature that starts its turn in a 10-foot cube makes a Dexterity save or takes 4d8 force damage and is knocked prone.

Damage
Saving Throw: Dexterity
Damage: 4d8 force (+1d8 per slot above 5th)
Conditions: prone
At Higher Levels:

Damage increases by 1d8 per slot above 5th

Transformations

Starforged Form
1 minute 3 Astral Points Level 6

You reshape your body into living starlight, gaining otherworldly resilience.

Changes:

Gain resistance to all damage except force, Your speed increases by 10 feet, Your skin emits bright light in a 10-foot radius

Special Actions:

Radiant Strike: Once on your turn, when you hit with a melee attack, you deal an extra 2d6 radiant damage.

Limitations:

You can’t cast spells with somatic components that require hands., Concentration checks made while in this form use your Constitution advantage.

Shadowshift Form
Concentration, up to 1 minute 5 Astral Points Level 14

You become a living shadow, slipping between planes.

Changes:

Gain resistance to radiant damage and immunity to nonmagical bludgeoning, piercing, and slashing, You can move through creatures and objects as if they were difficult terrain

Special Actions:

Umbral Strike: Your melee attacks deal an extra 2d6 necrotic damage and impose disadvantage on the target’s next attack roll.

Limitations:

You can’t be in bright light—if you end your turn in bright light, the form ends., You can’t wear armor in this form.

Auras

Aura of Celestial Equilibrium
10-foot radius 1 Astral Point per minute Level 10

You project a balance of starlight and shadow.

Effect:

Allies gain resistance to radiant and necrotic damage.

Activation:

Bonus Action

This aura can be toggled on or off.

Companions

Astral Wisp
Fey Sprite
Level 3

A tiny orb of pure starlight that hovers and assists you.

Statistics:
HP 3 (1d4+1)
AC 13
STR 2
DEX 16
CON 12
INT 10
WIS 14
CHA 16
Speed:
Walk 30 ft.
Fly 30 ft.
Skills:

Perception +4

Senses:

Darkvision 60 ft

Features:

Resist radiant damage, Advantage on Perception checks

Commands:

Attack (Fey Bolt): Ranged spell attack +5, 1d6 radiant damage, Illuminate: Shed bright light in 10-foot radius

Scaling:

Level 10: HP increases to 5 (2d4+2)

Level 14: +1d6 to Fey Bolt damage

Level 18: Grants you truesight out to 10 feet while active

Ethereal Guardian
Celestial Warrior
Level 10

A spectral warrior forged from astral energies at your command.

Statistics:
HP 30 (4d8+8)
AC 16
STR 16
DEX 12
CON 14
INT 10
WIS 12
CHA 10
Speed:
Walk 30 ft.
Senses:

Darkvision 60 ft

Features:

Immunity to radiant and necrotic damage, Reactions: Interpose – impose disadvantage on an attack targeting you or an ally within 5 feet

Commands:

Attack (Astral Blade): +6 to hit, 1d8+3 force damage

Scaling:

Level 10: +1d6 force damage on Astral Blade

Level 14: Reactions recharge on a 5–6

Level 18: Gains a once-per-day Shield effect: +2 AC

Class Features

Cosmic Attunement (Level 1)

At 1st level, your disciplined study of starlight and shadow grants you proficiency in Arcana and Religion.

Astral Reservoir (Level 1)

At 1st level, you gain a pool of Astral Points equal to your proficiency bonus. You regain all spent Astral Points after a Long Rest.

Astral Insight (Level 2)

At 2nd level, you can spend 1 Astral Point as a bonus action to gain truesight out to 10 feet for 1 minute.

Resource Cost: 1 Astral Point

Ritual Casting (Level 3)

At 3rd level, you learn to inscribe astral rituals. You can cast any Ritual spell you know as a ritual, and you gain two ritual spells of your choice from the Astral Disciple spell list.

Astral Step (Level 6)

At 6th level, you can spend 2 Astral Points to teleport up to 30 feet to an unoccupied space you can see.

Resource Cost: 2 Astral Points

Starshroud (Level 10)

At 10th level, you can spend 3 Astral Points to cloak yourself in starlight, granting resistance to radiant and necrotic damage for 1 minute.

Resource Cost: 3 Astral Points

Cosmic Gateway (Level 14)

At 14th level, you can spend 5 Astral Points to open a portal to the Astral Plane in a 10-foot radius for 1 minute. Allies can step through to teleport to any visible space within 60 feet of the portal as a bonus action.

Resource Cost: 5 Astral Points

Mind Over Ruin (Level 18)

At 18th level, when you would fail a saving throw against a spell or effect that deals psychic or radiant damage, you can spend 4 Astral Points to succeed instead.

Resource Cost: 4 Astral Points

Transcendent Ascendancy (Level 20)

At 20th level, you merge briefly with cosmic forces. As an action, you gain the benefits of Time Stop (PHB) once without expending a spell slot, and you regain this ability after a Long Rest.

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