Base Class: Wizard
The path of the Starcrossed is not one that any Wizard can follow simply by researching. It is, in a sense, much like Sorcerer magic in its exclusivity. Starcrossed wizards have been blessed by the powers of the heavens.
They have no true innate magic, but as they discover and learn the arcane arts, the powers of a Starcrossed will ignite and blossom within them.
Many Starcrossed show some sort of physical manifestation of their magic. This can range from a silver stand of hair to silver or black constellation markings on their flesh to white eyes, or any mix of the former or other traits.
In practice, the Starcrossed is the most versatile of all wizards. Their innate powers allow them to change their specialties on the fly, or over a period of rest. Because of this, Starcrossed Wizards may be rare, but they quite powerful, and their services are sought for throughout the realm.
Starcrossed Blessing
Beginning at lv. 2, you can begin to channel your Starcrossed magic to grant yourself lasting boons or temporary bursts of power.
You have blessing points equal to half your Wizard level rounded up plus your proficiency bonus. These points may be used to grant yourself lasting abilities during a long rest, or on your turn in combat. All expent blessing points are regained after a long rest.
Whenever you use your Arcane Recovery class feature, you may use it to instead restore blessing points equal to half your Wizard level rounded up.
You may activate any of the below Starcrossed Blessing options below at the listed time.
The Blessings are listed by use time, followed by their cost, in blessing points. This is followed by any prerequisites it may have. All prerequisites for a blessing must be met to use it.
Long Rest-
- Enhance Ability (3): One ability score of your choice increases by 1 until your next long rest.
- Enhance Skill (2): You gain proficiency in one skill, weapon, language or armor of your choice until your next long rest.
- Future Sight (3): You gain one portent, as with the Divination Wizard subclass. You may only use this once per long rest until level 14, at which point you can use it twice per long rest.
- Perfect Ability (5): You gain proficiency in one saving throw of your choice until your next long rest. You may only use this once per long rest.
- Skill Insight (6): You gain one feat of your choice until your next long rest. You may only use this once per long rest.
- Strengthen Self (2): Your hit point maximum increases by your level until the beginning of your next long rest. You may only use this once per long rest.
Action-
- Inure to Elements (3): You gain resistance to acid, cold, fire, lightning or thunder damage for 1 hour.
- Mend Self (2): You regain hit points equal to half your level rounded up plus 2d4.
- Mist Flicker (1): Teleport up to 15 feet to a point that you can see. Magical restraints stop the usage of this ability.
- Star Guard (1): You gain a +2 bonus to your AC until your next turn, and all attacks against you have disadvantage until your next turn.
Bonus Action-
- Hasten Spell (2): Cast a spell with a casting time of 1 action as a part of using this Blessing.
- Refuel Magic I (1): Regain an expent spell slot of 1st level.
- Refuel Magic II (3): Regain an expent spell slot of 2nd level or lower.
- Refuel Magic III (5): Regain an expent spell slot of 3rd level or lower.
Astral Form
Beginning at 6th level, you can use an action to enter your Astral Form, a state in which the physical manifestation of your powers becomes magnified in a way of your choice (Pure silver hair, more and/or brighter markings, etc.).
You gain temporary hit points equal to 5 + your Wizard level + your Intelligence modifier. Your Astral Form lasts until these hit points run out or you fall unconscious, and can only be activated once per long rest.
While in this form, you gain resistance to all magical damage other than piercing, slashing, bludgeoning, force and psychic, and can add your proficiency bonus to any magic damage roll you make.
Moonblessed Magic
Beginning at lv. 10, you can channel the powers of your Astral Form to refuel and empower your magic.
Upon activating your Astral Form, choose some of following perks to have during the period that your form is active. You can choose one instant effect and one lasting effect. Lasting effects last until your Astral Form ends.
If a perk lists one or more prerequisites, you must meet all prerequisites to activate it. Prerequisites that refer to your level refer to your level in this class.
Instant-
- Astral Enhancement: You gain extra temporary hit points equal to your Wizard level as a part of the hit points gained for entering your Astral Form.
- Magic Burst (Prerequisite: 14th level): All creatures other than you within a 40 foot sphere centered on you must make a Dexterity saving throw, taking 8d6 + your Intelligence modifier radiant or necrotic (your choice) damage on a failed save, or half as much on a success. On a failed save, they are also knocked back 15 feet.
- Mend Wounds: You heal hit points equal to 2d10 plus half your Wizard level rounded down.
- Refuel Blessing: You regain blessing points equal to a quarter of your Wizard level rounded down.
- Refuel Magic: You regain an expent spell slot or spell slots with a combined level of a third of your Wizard level rounded down. These spell slots must be lv. 3 or lower.
- Starry Leap (Prerequisite: 14th level): You teleport up to 500 feet to an unoccupied space that you can see.
- Transfer Health: You take 4d10 necrotic damage that cannot be reduced in any way. Up to two creatures within 60 feet of you that you can see heal hit points equal to two thirds of the damage you took rounded down.
Lasting-
- Ascendant Radiance (Prerequisite: 14th level): While in your Astral Form, the flying speed granted to you by the Starborn Angel class feature increases by a further 30 feet.
- Bright Soul: While in your Astral Form, you emit 30 feet of bright light and an extra 30 feet of dim light. All allies within the bright light gain a +1 to a saving throw determined by you when you activate this ability.
- Cunning Radiance: While in your Astral Form, you have advantage on all Charisma checks and saving throws.
- Hardened Form (Prerequisite: 14th level): While in your Astral Form, you also gain resistance to piercing, bludgeoning, slashing and force damage.
- Healing Spirit: While in your Astral Form, you emit 10 feet of bright light and an extra 10 feet of dim light. All allies other than yourself within the bright light heal hit points equal to your proficiency bonus at the beginning of your turn.
- Radiant Heart: While in your Astral Form, you emit 15 feet of bright light and an extra 15 feet of dim light. All allies within the bright light gain +1 to their AC.
- Spirit of Warfare: While in your Astral Form, you become proficient in all weapons. Along with this, you can use your Intelligence modifier instead of your Strength or Dexterity modifier for weapon attacks and damage.
- Starry Guard: A silvery white light flickers around you, granting you +2 to your AC while in your Astral Form. This effect cannot stack with the Shield of Faith spell.
- Unbroken Mind (Prerequisite: 14th level): While in your Astral form, your concentration on spells can only be broken as a result of going unconscious or choosing to. Along with this, you gain resistance to psychic damage.
- Void Step: Your movement speed increases by 10 feet while in your Astral Form.
Starborn Angel
Beginning at 14th level, your Astral Form becomes a part of you at all times. Spectral, starry white or black (your choice) wings appear on your back.
These wings grant you a flying speed of 20 feet, or an added 10 feet of flying speed if you already have a flying speed higher than 10 feet.
While in your Astral Form, this flying speed increases to 60 feet, or an added 30 feet if you already have a flying speed higher than 30 feet.
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