Wizard
Base Class: Wizard

After years of studying the night sky you have unlocked the mysteries of the stars. Through research you have cultivated magical abilities in tune with your dedication. Astronomers might spend their nights high up in the mountains or in remote locations undisturbed studying the cosmos. Or, they might take position in royal courts to interpret and advise kingdoms on current events. They could be raving mad describing events literally out of this world or calm and calculated waiting to act only when timing is right and all evidence has been collected.

Cosmic Understanding

At 2nd level, you have a keen sense of the nature of the universe. You may double your proficiency bonus for Investigation and Nature checks. You have studied the stars and their positioning enough to be able to orientate in the world using them as your guide. Whenever you can see the stars you know which way is north, what time of the year it is, how long it has been since sunset and how long until sunrise, and your approximate location.

Natural Philosopher

Starting at 2nd level you establish a deep bond to nature through observing the skies. Instead of reading through pages upon pages of texts, you read the stars that are scattered across the skies. By doing this you increase your understanding of the innate magic of nature. You learn two cantrips and one 1st level spell from the druid subclass. Additionally, your spellcasting ability can be changed to wisdom instead of intelligence. 

Spell Constellation

At 6th level, you learn the Dancing Lights cantrip if you haven’t already. The lights you create by casting the Dancing Lights cantrip shine a bright light for 10 feet and additional dim light for 10 feet. When you cast the Dancing Lights cantrip, you may choose to cast it as a bonus action or an action. If you cast it as an action, the spell does not require concentration but the duration is shortened to 1 minute. If you cast the spell as a bonus action, the spell requires concentration.

Whenever you cast a cantrip or a spell of 1st level or higher, you may instead cast it as if you were occupying the space of one of the lights. In order to do so, you must be within 20 feet of one of the lights. You may use this ability up to half your wizard level amount of times before you need to take a long rest.

At 10th level, the range the lights need to be within of each other increases to 30 feet. Additionally, you must be within 30 feet of one of the lights in order to use this feature instead of 20.

Expanded Ritiualist

From 6th level, your understanding of the innate magic found within nature allows you to document certain magics found within the wild. You gain the ability to add ritual spells from the druid class to your spelbook if you have the appropriate available spell slot to do so.

Suspend Gravity

Beginning at 10th level, you harness the power of the celestial bodies to manipulate the gravity around you.

Whenever you are hit with a melee attack you may use your reaction to attempt to suspend the attacker 10 feet straight up in the air. The attacker must make a strength saving throw or be restrained until the end of your next turn.

Through Space and Time

At 14th level, you feel the weight of knowledge press upon your shoulders. Reality now exists at a different level than the unenlightened. 

Whenever you cast a spell of fourth level or higher you may choose one:

you may appear in an unoccupied space up to 30 ft away without provoking an opportunity attack or spending any movement, or

You may increase your current initiative score by 4. If this is your first turn in this round of combat, and you are going first in initiative you may instead choose to add a free turn at the bottom of initiative. If you do, choose an unoccupied space up to 30 feet away. A copy of you appears in this space to act out the the free turn. The copy has hit points equal to your current hit points, and all spells cast come from the copy. The copy disappears at the end of your turn.

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