Wizard
Base Class: Wizard

For millenia, the Stargazers have taken upon themselves to study and record the machinations of the cosmos, drawing their power from the celestial bodies that cover the night sky. This allows them to empower their spells and better protect his allies, while striking down at their enemies with celestial fury.

Astral Convergence

1st-level Stargazer feature

When you cast a spell using a spell slot, you can call upon the power of the celestial bodies to grant one of the additional magical effect from the following list:

  • Sun: A creature of your choice that you can see within 30 ft. of you takes 1d8 radiant damage;
  • Moon: You force a creature of your choice to make a Strength saving throw against your spell save DC. On a failure, the creature is moved 10 feet on any direction you choose and it's knocked prone;
  • Meteorite: A creature of your choice receive 10 ft. of extra movement and don't provoke attack of opportunities until the end of its next turn;
  • Black Hole: A creature of your choice has its speed reduced to 0 until the end of its next turn.

You can use this ability a number of times equal to your Intelligence modifier (minimum on once) and you regain any expended use when you finish a long rest.

At 10th level, each effect is improved:

  • Sun: The damage is increased to 2d8;
  • Moon: You may target a number of creatures up to your Intelligence modifiers.
  • Meteorite: The extra movement is increased by 10 ft. and the creature can make one weapon attack as a bonus action.
  • Black Hole: On its turn, the creatura can choose between taking an action or bonus action, taking only one of the two.

Aid of the Stars

2nd-level Stargazer feature

The stars and their movements are used to strengthen your spells, giving you greater insight into the machinations of the world. When you cast a spell that has a duration of 1 minute or longer, you can double its duration and can cast it without spending any material cost.

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

Fate Weaver

6st level Stargazer feature

Your connection to the greater cosmos has given you insight into the workings of the universe, allowing you to shift the fate of those around you. Whenever you cast a spell of 1st level or above, you can, as a reaction, create a "Strand of Fate". As part of the same reaction used to create the Strand, you can give it to yourself a creature you can see within 30 ft. of you. 

Once within the next minute, the creature can spend the Strand of Fate when rolling an ability check, attack roll, or saving throw, receiving a bonus equal to your Intelligence modifier and half your proficiency bonus to their roll. The creature can wait until after it rolls the d20 before deciding to use the Strand of Fate, but must decide before the DM says whether the roll succeeds or fails. Once the Strand of Fate is spent, it is lost. A creature can have only one Strand of Fate at a time.

You can use this feature a number of times equal to your Inteligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Celestial Aegis

10th-level Stargazer feature

Your studies of the stars have given you the ability to confer the protection of the cosmos to those around you. As a reaction, you can grant to you and a number of creatures equal to twice your proficiency bonus a protective ward for up to 1 minute. When taking damage, a creature may use its reaction to spend the ward, granting them resistance to the type of damage dealt until the end of the turn.

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

Mantle of Infinity

14th-level Stargazer feature

You have peeered upon the universe's greatest misteries and can surround yourself with its energy. As a bonus action, you can cover yourself with a mantle-like ornament made out of starry energy, with constelations floating around you. For 1 minute, you gain the following benefits:

  • All creatures have disadvante on saving throws to resist your spells. Once a creature fails a saving throw against your spell while this feature is active, it no longer has disadvante on their following saves.
  • You have advantage on all saving throws;
  • You receive temporary hit points equal to your wizard level + twice your proficiency bonus. You can choose up a number of creatures equal to your proficiency bonus to receive half of the temporary hit points.

Once you use this feature, you can't do so again until you finish a long rest.

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