Build options & help
Enter your actual ability score; 16 is only an example. Add this awakened Aspect to your species and class. Level-up points only; crystals handled separately. Character-building guide
72 Aspects
Suggested builds are optional. Drafts are saved per Aspect and level in this browser. Changing level restores a saved draft, retains legal choices, or starts unspent. Charges show your maximum. Artwork does not add abilities.
Shared rules & crystals
You have one Aspect. Its powers add to your class and species; they grant no extra turns, proficiencies, spell slots or ability scores. Use the strongest version of duplicate benefits. These are magical abilities, not spells. Use ordinary 2014 attacks, saves, cover, conditions and one shared concentration slot. Invalid targets spend nothing in this trial.
Gain 2 points per character level and maximum Charges equal to level + 2. A long rest restores Charges. Ranks require levels 1 / 5 / 9 / 13 / 17 and cost 1 / 2 / 3 / 4 / 5 points in sequence. Keep unspent points if desired. A long rest allows a free legal respec; it ends unsupported effects and preserves crystal investments, ultimate recovery and strain. The ultimate costs 5 points and normally needs level 20, one rank-5 branch and the other two at rank 2.
Rift, Hunger, Silence, Gravity and Echo crystals are Rare, 2,500 gp each, and each supplies 1 ritual unit. Severance is Very Rare, 7,500 gp, and supplies 3 units. Consume whole crystals and record unused investment credit; no physical change or refunds. Void Diamonds, dust, generic balances and story crystals are not automatically eligible.
1 unit adds 2 permanent points, capped at 2 / 4 / 6 / 8 / 10 bonus points at levels 1 / 5 / 9 / 13 / 17. 3 units moves one node’s rank gates up to four levels earlier; points and prior ranks are still required. 6 units permits ultimate purchase at level 17, retaining its point/prerequisite costs. These are separate investments, not a universal Charge refill. Crystal allocations are resolved with the DM; this preview’s controls use level-up points.
Natural ultimate readiness returns one in-world calendar year after the most recent activation. Use reduces maximum HP by 25%, rounded up, for seven days; current HP is clamped to that maximum. Ordinary healing cannot remove the strain.
A planned repeat requires completed strain recovery, 10 units and eight uninterrupted hours. It grants one activation within the next 24 hours; unused preparation expires. Use restarts the annual timer and seven-day strain. An emergency repeat costs 20 units, bypasses annual recovery and existing strain, and is available at most once in a rolling in-world year. It still uses the ultimate’s ordinary activation time. After resolution, maximum HP is reduced by 50% and speed is halved for 30 days; then take 6d10 damage that cannot be reduced or redirected. No third activation while emergency strain remains.
Respecs, Aspect replacement, shapechanging, resurrection and ordinary condition removal do not reset recovery or erase strain. The Astral projection shares the bearer’s reduced maximum HP. Story transformations replace the previous Aspect and end its effects.
2014 SRD reference · Download the proposed Astral tree and resolved cards