The strange matter that makes up the Astral Sea is called astra. Its normal state is a breathable, air-like substance which rests at 70 degrees Fahrenheit. With practice, a clever beast or brethren can do more with astral than stretch it to carry them toward. Mental discipline and the ability to picture an object in one’s mind allows one to create solid objects from astray, without regard for the limitations of space or materials. The skill of creating material objects from astray is called astralcraft.
The possible creations of astralcraft are limited only by imagination. Physical properties such as color, hardness, size, and complexity are all dependent on the crafter’s ability to manifest these properties in their mind’s eye. Raw intelligence also governs a creation’s function, as well as how long it lasts before drifting back into the vaporous astra which surrounds it.
Anyone in the Astral Sea can conjure an amorphous bubble of mass, but geniuses of astralcraft can paint cathedrals in thin air, visualizing every brick and plank. These creations last for weeks, and the master astralcrafters among bat-kind can render an object from astral permanently.
Astra cannot exist in other worlds. When a conjured object leaves the Astral Sea, it vanishes instantly.
For Player. Astral, Ethereal, Shadow...
The Beast World setting uses the Astral Sea to represent both of 5e’s “Transitive Planes” and one other: the Astral Plane, the Ethereal Plane, and the Shadowfell. When a spell or effect in 5e refers to one of these planes, treat it as referring to the Astral Sea.With 1 minute of concentration, you can create physical objects from astra in an unoccupied space you can see. Roll an Intelligence check. Use the result of the roll and the Astralcrafting Limits table to determine what you can create. If you attempt to create something you’ve made successfully at least twice before, or create a copy of something you can see and touch while concentrating, make the Intelligence check with advantage. If you fail to meet the DC to create the item as intended, you can instead create a less complex or less durable version of the item, according to the result. Objects made with astralcraft can be carried and worn as long as they exist, but disappear immediately if removed from the Astral Sea. Magic. By expending a spell slot and spending an extra 10 minutes concentrating, you can use astralcraft to create a magic item that you have used at least once in the last year. The DC is 20 for common magic, 25 for uncommon magic items, and 30 for rare magic items (rarer magic items are impossible to make from astra). You must expend a 3rd level spell slot to attempt to make an uncommon magic item, and a 5th-level spell slot for a rare one. Astralcrafted magic items turn back into astra if their creator attempts to create a new one, or after 8 hours. When relevant, astralcrafted magic items: - Have enough charges to produce their most expensive effect once
- Cannot be copied into a spellbook, if they are scrolls
- Cannot create ongoing effects which last longer than the item exists (effects with longer durations end when the item disappears)
- Cannot target or affect anything outside the Astral Sea, or transport anything to a different world
- Grant temporary hit points whenever they would otherwise restore them, which are lost when the item reverts to astra or when the creature leaves the Astral Sea
- Suppress conditions and other effects instead of removing them (such as from restoration). The time suppressed does not count against the effect’s normal duration.
Comestibles. Only bats and other creatures native to the Astral Sea can sustain themselves on food and water made from astra. The DC to decide an item’s taste is 15. Hasty or Careful Creation. You can sacrifice some control to use astralcraft quickly, or focus for longer to create more complex objects. If you astralcraft as an action, subtract 5 from the Intelligence check’s result. Items created this way can only exist for a maximum of 1 minute, and magic items cannot be created this way. After making the Intelligence check to create an item, for every hour you spend concentrating afterward, add 1 to the result. Treat this the same as concentration on a spell. If you stop concentrating on the item, the result is decided. Extra concentration cannot be used to meet the DC for the creation of a magic item. Damage. Objects created with astralcraft that deal damage of a type other than bludgeoning, piercing or slashing (such as a pool of lava) can deal damage up to the creator’s Intelligence check result - 10 per round. For example, if a creature is thrown into a barrel of acid made with an astralcraft check of 16, the acid can deal up to 6 damage per round. Value. Astralcrafted items have no gold piece value for the purposes of spellcasting