The Outer Reach

Your patron is a being from the vast realms of the astral planes and outer space. It may be an Astral Dreadnought, the dying fragments of a forgotten god, or a magic comet that you wished upon one starry night. Whatever or whomever it may be, it has connected you to the vast riches and emptiness of space.

Outer Reach Expanded Spell-List
Spell LevelSpells
1stFeather Fall, Magnify Gravity
3rdSilence, Vortex Warp
5thAshardalon's Stride, Melf's Minute Meteors
7thBanishment, Gravity Sinkhole
9thDawn, Telekinesis

Wormhole

When you choose this patron at 1st level, you can warp space to move in a blink of an eye. Immediately before or after you cast a spell that doesn't target yourself, you can teleport to an unoccupied space within 30 feet of you.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Once per long rest, while you have no remaining uses, you can expend a warlock spell slot to regain all expended uses.

The distance you can teleport through this feature increases as you progress in this class, increasing at 6th (+15 feet), 10th (+30 feet) and 14th (+45 feet) level.

Gift from the Stars

Also at 1st level, your connection to the stars provides you the following benefits: - You always know which way is north. - Whenever you deal damage through a warlock cantrip, you can choose to deal cold or fire damage, rather than the spell’s normal damage. - As a bonus action, you can shed light in a 15-foot radius and dim light in an additional 15-foot radius, or you can instead lower any dim light in a 30-foot radius into darkness, until the start of your next turn. You can see in this self-made darkness as if it were bright light.

Searing Meteor

At 6th level, you can grant a portion of a comet's power to nearby projectiles. Once on each of your turns, you can add your Charisma modifier to one damage roll of a ranged attack you make.

Additionally, whenever a ranged attack would be made within 30 feet of you, or this attack would target a creature within this range, you can spend a reaction to change the attacks damage type to fire.

Cold Embrace of Space

At 10th level, the void of space absorbs harm away from you. When using your Wormhole feature, you can gain resistance to all damage until the start of your next turn.

Once you have used this feature, you can't use it again until you finish a short or long rest.

Gateway to the Void

At 14th level, you can create gateway to the Astral Plane. As an action, choose a point you can see within 60 feet of you. Any creature within a 30-foot sphere centered on that point must make a Strength saving throw, taking 5d10 force damage on a failed save or half as much on a success. A creature brought to 0 hit points in this way has their body and anything they are carrying teleported into the astral plane. Any loose earth and unsecured objects completely inside this area are also teleported, leaving behind empty space.

You can also instead use this feature as part of your Wormhole feature, targeting the space you just left.

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