Eldritch Adaptability
You become more adaptable to other envirmonents. When entering another world your body automatically adjusts to endure there better. This can include new languages, gills, cultural understanding, and more.
Eldritch Assault
Use your action to cause your attacks to deal an additional 1d4 Force damage for the next 10 turns, but you take 1d4 Force damage for the next 10 turns. To determine damage, roll 2 dice. Use the lower result for damage dealt to yourself, and the higher for the damage dealt to the target. This dice increases to a d6 at 5th level, d8 at 11th level, and d10 at 17th level. Additionally, you take 1 less damage from this at 7th level, 2 less at 15th level, and 3 less at 19th level. (This cannot reduce damage below 1.)
Spray
Choose one damaging cantrip you have access to which gains additional damage dice at 5th, 11th, and 17th level. The cantrip no longer gains aditional damage dice in this way, but can instead target 2 different creatures at level 5, 3 at level 11, and 4 at level 17. You must make an attack roll for each target. The effect can target the same creature multiple times.
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Acursed
As an action, choose 1 creature. The creature takes 1d8 force damage whenever you attack it or deal damage (even if the attack misses or it saves). It takes an additional d8 of damage for every extra unique damage type in the attack (ie: 1d6 piercing gets 1d8, 1d6 piercing and 5d6 cold and 2d4 radiant and 1d8 piercing gets 3d8. The creature also gets disadvantage on any d20 test using an ability you choose when you select the creature. This can be cast while raging
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Rune Seeker
You may cast Comprehend Languages. This does not cost V, S, or M components. If you use all 3 uses you may cast it using spell slots as a normal spell.
Darksight
You gain darkvision and can see through any magical darkness created by your spells or powers. You can allow any creature to see through darkness made by your spells at any point at no cost. If you already have darkvision of 120ft or greater, your darkvision increases by 120ft. This does not affect your ability to see through magical darkness.
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Eldritch Visage
You gain Truesight for the next round. This requires concentration but do not gain the ability to see into the ethereal plane.
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Fate Scriber
You may make an attack hit if it was a miss, a miss if it was a hit, a critical hit if it was a hit, or a normal hit if it was a critical hit. This costs a reaction and may be performed on any attack roll.
Regenerate
As an action you may target yourself or someone else with access to Astral Powers. You choose an astral power they have access to which recharges on a short or long rest and has been used. The ability can be used. If it can be used multiple times it regains half its uses. If you do not know what abilities they have then an ability is choosen at random by the DM. This cannot be recharged using this same ability.
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Instill
Use your action to allow a creature to take any one of their actions or bonus actions as a free action.
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Faceless
You may cast disguise self as an action without expending a spell slot. It takes an action to dispell the illusion created this way, and you must pass a DC10 sanity save or choose a different apperance instead of dropping the illusion.
Eldritch Enchantment
You may cast Friends or Minor Illusion at will as an action. You may also cast Animal Friendship, Charm Person, or Illusiory Script.
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Whisperer
Choose 3 charisma based skills or 2 charisma based skill and 3 musical instruments. You gain proficiency in those skills and instruments.
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Bind
As an action, target 2 creatures you can see that are within 15ft of each other. The creatures must make a dex save (DC equals 9 + half your proficieny bonus + any ability modifier of your choosing) or they are tied together. If one creature passes the save, the other creature is dragged to the creature who saved, otherwise they are both moved to a tile between them. If either creature moves, the other creature moves with it and they stay in the same position relative to each other. They are both considered grappled, with the exception of the advantage/disadvantage, which is replaced to a +2 and -2 respectivley. This requires concentration and lasts up to 5 turns.
Bond
You may bond to a willing creature once after gaining this power. This creature becomes your familiar and gains all the boons of find familiar and none of the drawbacks. This creature must be in the small pocket dimension while another creature from Find Familiar and other similar effects are in the world. The bonded creature cannot die and gains an ability score improvement when you reach levels 4, 8, 12, 16, 19, and 20. You do not gain ASIs retroactivley upon bonding. If you choose to bond to a familiar, the creature gains the additional boons listed and you may negotiate new powers, abilities, or improvements with your DM. If the creature you bond to chooses to end your bond, you loose this feature and gain one extra astral power point. Regaining this feature after loosing it allows you to choose a new creature. When a creature chooses to break its bond with you it will gain the ability to return to any point it knows in its home reality once, in order to leave.
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Claw
Touch a severed hand which has similar atributes to a crawling claw. The hand becomes a crawling claw which you control for the duration. You can cast spells with a range of touch through it, and control it in ititiative. It takes its turn immediatley after yours, and casting a spell through it takes its action. After the duration of the power, the claw gains sentience and you loose control. It gains the consciencness if the owner of the original owner and can understand your words but not other peoples. You may only have one claw at a time. <br /> <b>Changes from statblock:</b> <br /> The claw shares an alignment with its original owner. It can understand any language, but only when spoken by the animator. The damage type from its attack is determined based on which would deal more damage to the target (accounting for immunity and resistance and bonus damage)
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