Astral Wanderer Conclave

Astral wanderers have seen the beyond and had a taste of the cosmic horror. Some have ventured into the Far Realms, experiencing unfathomable terror for the mortal mind. Others perhaps had their minds interlocked with the Noosphere: the screaming consciousnesses of others ringing in through the sulci of their brain.

### Wanderer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Astral Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

 3rd
 5th
 9th
 13th
 17th

### Altered Mind

You hear voices and can feel thoughts as if they were material. At 3rd level, you learn Deep Speech if you didn’t know it already. Additionally, when telepathic communication is being conducted while you are within 30 feet of one of the telepathic recipients, you can “overhear” the conversation and know what is being said. Lastly, any spell gained through this archetype is considered psionic and can be cast without the need for verbal or somatic components.

### Foul Blood

Additionally at 3rd level, as an action, you may expend a hit die and coat one melee weapon or up to 10 projectiles with your blood. While coated, the weapon deals an additional 1d4 acid damage, or 2d4 acid damage to aberrations. A coating lasts for one minute and only one coating can be active at a time.

At 11th level, this damage increases to 1d6 and 2d6 respectively.

### Open the Third Eye

At 7th level, as a bonus action you can see invisible creatures and objects. In addition, you can see creatures that exist in the Astral or Ethereal plane, though they appear translucent to you. This special sight lasts for one minute. You may use this sight a number of times equal to your Intelligence modifier (minimum of one) before needing a long rest to regain all expended uses.

Once you reach 10th level, this sight allows you to clearly see through magical disguises or transformations on aberrations.

At 15th level, while this ability is active you cannot be surprised by aberrations nor do they gain advantage on attack rolls against you.

### Abhorrent Flesh

At 10th level, your skin heals in unnatural ways and scars with a strange texture and hue. Whenever you expend Hit Dice to regain hit points, you may add your Intelligence modifier to each roll. Additionally, you become proficient in Intelligence saving throws if you were not already.

### Anathema

Upon reaching 15th level, your very being is foul to aberrations and you become a stranger to all realms. You can now communicate telepathically to any creature you can see within 60 feet and you are resistant to psychic damage.

In addition, when you make a successful saving throw against a spell, or a spell attack misses you, you can use your reaction to choose another creature you can see within 30 feet of it, including the spell caster. The spell targets the chosen creature instead of you. If the spell forced a saving throw, the chosen creature must make its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.

You may use this feature a number of times equal to your Intelligence modifier.