Otherwordly Patron: The Elder Stars

Whenever you gaze upon the night sky, you can see the flickering radiant lights on the far beyond. Many believe the stars tell stories. Monuments crafted by divine power to form images and provide guidance to poor mortal souls. However there still lurk stars that appear and dissapear from the night sky. Corpse stars that shine brightest on days of great tragedy, dread stars that move across the sky to lure sailors into dangerous waters. And of course stars that despise mortal life and seek nothing but to destroy it.

Astronomers, who chart the movement of the stars are well known to avoid contact with such beings. As they whisper into your mind as you study them, and gaze upon you every night.

Acamar, Caiphon, Ulban, Hadar are but some of the names for these stars. As a collective they are known as the Elder Stars. Warlocks who willingly seek to understand and follow these stars learn the eldritch secrets to power. These men sit on the verge of sanity, often driven to madness by the influence of the stars themselves. Those who remain sane enough to form thought have been known to jump across space, shine dread radiant energy upon their foes and read the stars to know the future.

Expanded Spell List

The Elder Stars allow you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Elder Stars Spell List

Spell Level Spells 1st Guiding Bolt, Bane 2nd Moonbeam, Augury 3rd Spirit Guardians, Clairvoyance 4th Arcane Eye, Locate Creature 5th Dawn, Scrying

Dire Radiance

Starting at 1st Level, the Elder Stars have given you the ability to bend space at their whims. Whenever you deal damage to a creature or a creature fails the spell save DC for a spell you cast you can teleport the creature 5 feet in any direction. The creature must end this teleportation in an unocuppied space that you can see or have seen. Creatures on the ground teleported this way must end this teleportation on the ground.

When you reach 5th level and again at 9th, 13th and 17 level the total distance you can teleport a creature increases by 5 feet. You can use this feature a number of times equal to your Charisma modifier (minumum of 1) and regain all uses after a long rest.

Caiphon's Leap

At 6th Level the stars have revealed to you the astral pathways in the universe. During your turn you can use your movement to magically teleport to a location 20 feet away. You must be able to see this location and are unable to move again unless you spend your action to Dash. If you use this feature while prone you are no longer prone at the end of the teleportation.

Starborn

At 10th Level the continuous study of the stars have caused an effect on your body and mind. You gain resistance to radiant damage. Additionally whenever you spend a spell slot to deal radiant damage to an enemy you can choose to end a condition on you or neutralize a poison.

Wrath of Acamar

At 14th level whenever you hit an enemy with a spell or an enemy fails a spell save DC for a spell you cast, you can transport them to the starry realm. The enemy spends it's next action making a Charisma Saving Throw to escape the starry realm. When they save, they take 4d12 radiant damage for every turn spent in the starry realm and return to an unoccupied space within 30 feet from their original position of your choosing. When a creature returns it is also stunned until the end of your next turn.

Once you use this feature you can't use it again until you finish a long rest.

Credit: Chris Seaman