Wizard
Base Class: Wizard

Born of Space

Star callers are usually identified at an early age as their powers begin to manifest in minor fluctuations of gravity or energy. It is assumed by scholars that star callers are the reincarnation of some magic event combined with an event such as a supernova, The energy released is now magically charged, and in addition to its radiating energy, it also now radiates with consciousness and purpose which is absorbed by a child. In short, star callers are more or less the reincarnation of a dying star in a mortal form.

Star Callers as Adventurers

Just as their true connection to the void of space would suggest, star callers have an insatiable hunger for knowledge and a desperate wanderlust. The power of a star caller can be unpredictable at first, so most either leave their home by choice to learn to harness and control their new abilities or are exiled as a danger or a freak. Therefore it is very common for these extremely uncommon spellcasters to join a band of misfits who have a similar goal in mind.

Creating a Star Caller

When creating a star caller it is important to remember that they are led by the curiosity of their connection to the stars and space; How did you begin to uncover the secrets of the stars? What led you to them? Who were you when your powers began to manifest? When did you first hear the call? Were you just a kid? Or was it more recent?

 

Call of the Void

As a bonus action, you gain an advantage on the next saving throw, attack roll, or ability check you make. You cannot use this feature again until you finish a long rest or you roll on the Chaotic Dishevelment table below. Rolling on the Cosmic Dishevelment table is a free action on your turn. At this level, you roll a d8 and at the 10th level, you are able to better control the chaotic cosmic energy you wield and you roll a d10.

Chaotic Dishevelment Table
d10 Dishevelment
1 Your body randomly begins phasing between matter and light for the next minute. This phasing grants you a +1 bonus to your Armor Class (for the duration but also means that whenever you grab or equip an item you must roll a 1d100, with the item phasing through you and dropping to the ground in your square on a roll of 50 or under.
2 The gravity acting upon you increases, your level of encumbrance increases by 1, and your speed is reduced by 5 feet, however, you have an advantage on saving throws against being forcibly moved or knocked prone. Wears off after a short rest.
3 Your body illuminates with photons causing a bright light to extend from you in a 10-foot and dim light for an additional 5 feet for the next minute. In addition, you have a disadvantage on Dexterity (Stealth) checks for the duration.
4 The stars and celestial bodies align in your favor, nothing happens.
5 Your gravity decreases allowing you to float no more than 5 feet off of the ground, you can also float over liquid surfaces. However, your lesser weight means you have a disadvantage on saves against being forcibly moved, and if you are forcibly moved you move twice as far.
6 You transition into energy and quickly transition back to matter in an instant. Choose an unoccupied square within 45 feet of you. You instantaneously appear in this square, however, the trip through phase matter is intense and you arrive prone.
7 Energy bursts from your body in a stunning display of light and sound. Each creature within 5 feet of you, including yourself, takes 1d4 radiant damage and 1d4 thunder damage.
8 You accidentally infuse your next spell with a hint of cosmic power, making it unstable but more powerful. You have a disadvantage on the next spell attack roll you make, however, if that spells hits its target successfully they take an additional 1d6 radiant damage.
9 Your body emits an invisible pulse of radioactive energy, all creatures within 5 feet of you must make a Constitution save or be unable to take reactions until the start of their next turn.
10 The cosmic energies flow through you with perfect balance in this one instant. You gain resistance to one energy type of your choice until the end of your next long rest. You cannot gain this ability multiple times, and if you roll this option a second time you simply reroll until you get a different option.

 

Star Dust

You start with 2 flecks of ethereal stardust and regain a number of stardust equal to your level after a long rest
As long as you have stardust remaining, you can purchase Cosmic Redirection effects whenever you cast a star caller spell.

You can never apply more than one Cosmic Redirection to anyone spell at a time.

Cosmic Redirection

Red Giant star callers are granted great destructive power and the ability to inspire teammates to victory, Neutron star callers focus far more on their manipulation of physics to crush their foes and have perfect control of the battlefield, and finally is the dull and mysterious Protostar caller which is a master of stealth and more subtle manipulations of the mind.

 

Cosmic Redirection

Also at the 2nd level, you begin to be able to manipulate your magic with elements of physics and metaphysics. You start with 2 flecks of ethereal stardust and regain a number of stardust equal to the amount stated on the table after a long rest. As long as you have stardust remaining you can purchase the following effects whenever you cast a star caller spell, you can never apply more than one Cosmic Redirection to anyone spell at a time.

  • Particle Surge
    1 dust. You infuse your spell with a burst of light particles dealing 1d4 radiant damage on a hit, you can expend extra dust gaining 1d4 radiant damage for each additional point you expend. You cannot exceed 5d4 radiant damage in this way.
  • Graviton Surge
    3 dust. You increase the gravity of the target of your spell, the target must make a strength saving throw or be knocked prone by your spell
  • Starlight
    1 dust. You create a ball of starlight which strikes the opponent with the spell you throw, the starlight creates distracting dazzles and flashes of light granting a disadvantage on any concentration check until the end of your next turn.

Star Call

Red Giant star callers are granted great destructive power and the ability to inspire teammates to victory, Neutron star callers focus far more on their manipulation of physics to crush their foes and have perfect control of the battlefield, and finally is the dull and mysterious Protostar caller which is a master of stealth and more subtle manipulations of the mind.

When you choose a Star Call you gain abilities at the stated levels as you grow closer to your celestial patron star. You also gain spells at certain levels, these spells are always considered prepared and do not count against your prepared spells.

Neutron Star

Dense Weaponry:
At the 2nd level, you can focus some of the sheer density of your patron star into a weapon. During a long rest select any one melee weapon that does not already possess the heavy quality. That weapon gains a small grey rune which grants it the following benefits. The weapon's health and weight double, the weapon is considered magic, the weapon gains the heavy property and the weapon's damage die increases by 1 step (1d4 becomes 1d6, 1d6 becomes 1d8, 1d8 becomes 2d6, 1d10 becomes 2d8, and 1d12 becomes 3d6). If the weapon had the light or finesseable quality, it does not gain the heavy property but no longer has the light or finesseable quality while it is enchanted. You may only have one weapon enchanted in this way but it does not have to be your own, a weapon that is enchanted in this way retains this ability as long as it remains within 100ft of you. During your next long rest, you may choose to grant the same weapon the ability, another weapon the ability, or let the rune fade which reverts the weapon back to its normal state.
Dig In:
After the 6th level, you exude an aura of density which you can turn to the woe of your enemies or the advantage of your friends. You now have a 30ft radius orb around you and as an action, you can choose one of the following benefits:
  • Encumber 2 dust. You increase the density of hostile creatures within the aura expending 2 stardust for each target. Each creature now treats regular movement as difficult terrain until the end of its next turn.
  • Hold Ground 2 dust. You selectively increase the density of friendly creatures within the aura expending 2 stardust for each target. For a number of rounds equal to your Wisdom modifier any friendly creature, you target that attacks with a strength-based melee attack roll may require their target to roll a strength save against your spell save DC knocking them 10ft backward on a failure. All strength-based attacks also do 1 additional damage of the weapons type for the duration.
Warp:
After the 11th level, you can now fold space/time fabric around a creature to make them easier to strike. As a bonus action, whenever you successfully hit a creature with a weapon attack you may activate this ability granting all attacks against that creature advantage until the end of their next turn. You can use this ability a number of times equal to your Wisdom modifier, regaining all spent uses at the end of your next long rest.
Gravity Well:
At the 15th level, you can create a gravity well inside a creature holding them in place and pulling them apart. As an action choose an occupied space within 60ft of you that you can see. The creature in this space makes a dexterity saving throw taking 8d4 force damage on a failed save or half as much on a successful one. Once the gravity well is set it continues to occupy its space for 1 minute doing 2d4 bludgeoning damage to any creature which ends their turn within 10ft of the well. Also, any creature within 30ft of the well treats that area as difficult terrain and must make a Strength saving throw at the end of each of their turns or be pulled 5ft toward the well.

Protostar

Cosmic Shroud:
At the second level, you gain a shroud of cosmic material which helps you manifest your powers and keep you safe. The shroud fills your square but does not obstruct your vision or others' view of you under normal circumstances. From this level forward, every time you use a Cosmic Redirection ability you may roll 1d6 regaining 1 stardust on a roll of 6.
The Very Beginning:
A protostar is at the very first stage in a very long life span leftover and it passes some of its youth onto you. At the 6th level, your maximum age triples, and you are immune to being magically aged. Also when you are the target of a spell that attempts to change your form or position you have an advantage on the saving throw, regaining this advantage at the end of your next long or short rest.
Shadowy Formation:
A protostar forms in silence and darkness, and you can manifest the same stealth. After the 11th level, you gain the ability to thicken your shroud as a bonus action. The shroud remains thickened for 1 minute or until you end the effect with no action required by you. Your thickened shroud distorts your form making you hard to strike and granting you +2 to your armor class, also your shroud completely silences your movements granting you an advantage on stealth checks for the duration. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1).
Death and Rebirth:
The protostar forms from the cosmic remains of a star that has gone supernova, and just like this star, you too gain the ability to rise from the ashes of your own demise. At the 15th level, The first time after a long rest that you are reduced to 0 hit points you have an advantage on your death-saving throws. When you come back to life you gain temporary hit points equal to your star caller level. In addition, any spell or effect which would normally immediately reduce you to 0 hit points now reduces you to 1 hit point instead.

Red Giant

Supermassive
Beginning at the 2nd level, your body begins to change to better represent your massive star patron. Your muscles thicken and bulge slightly, your carry weight increases as though you were one size larger than you are and you can reroll one failed strength check, regaining the ability to do so at the end of your next long or short rest.

Near the End
The red giant's close proximity to its own demise gives you the ability to avoid your own. After the 6th level, if you are reduced to 0 hit points but not killed outright you may choose to drop to 1 hit point instead. You can only use this ability once regaining use of it at the end of your next long rest. In addition, your hit point maximum increases by 6, and from this level forward you gain 1 hit point every time you gain a level of Star Caller
A Massive Reminder
At the 11th level, you can use the aura of your massive patron star to inspire allies and frighten opponents. You gain the following 2 Cosmic redirection options.

Imposing Magic
2 dust. You funnel the gigantic might of your star to remind a creature of its inferiority. The creature hit by this spell must make a wisdom saving throw or be frightened until the start of its next turn. In addition, if the spell you are enhancing already has a saving throw against the frightened condition, the creature now makes that saving throw with a disadvantage

Inspiring Size
3 dust. You remind a friendly creature of the awesome might they have on their side. When this spell hits a friendly creature and that creature is currently affected by the frightened or charmed condition, it ends that condition. If the creature does not have either of these conditions, the creature gains temporary hit points equal to your proficiency bonus.

Spectacular Finish
You can now embody the final blazing moments of your patron star. As an action at the 15th level, your skin begins to burn and char and fire erupt from your eyes and mouth. You remain in this form for 1 minute or until you fall unconscious and gain the following benefits while in this form.
You gain your wisdom modifier to the damage of any Star Caller spell you cast.
Your skin crackles and bursts with flames when struck, any creature which successfully hits you with a melee attack must make a dexterity saving throw taking 1d6 fire damage on a failure, this damage is increased to 1d8 if you were struck with an unarmed strike or natural weapon.
Your skin hardens in places into a solid meteorite-like substance increasing your armor class by 2.
You cannot enter this form again until the end of your next long rest.

Twinkle

As an action, you can choose to release some of your twinkling energy to protect yourself from negative effects. In this form, which lasts until the end of your next turn, you are resistant to damage from spells and have an advantage on one saving throw against a negative magical effect. You cannot use this ability again until you finish a long or short rest.

After the 17th level, you can now use this ability as many times as you have your Wisdom modifier, regaining spent uses at the end of your next long rest.

Physical Anomalies

You may choose one of the following options:

  • Mark of Polaris:
    Your eyes become white and you gain 60ft of dark vision if you did not already possess it. In addition, you always know which way is north and you can take 10 minutes to float above all visible obstacles within 10ft of you to gain an eagle's eye view of your surroundings. You cannot float higher than 5ft per level of star caller you possess and you cannot do anything from this height other than observe and then float steadily down. It takes you about 1 minute to descend.
  • Mark of Sol:
    Your irises turn to gold and you exude a warm and pleasing aura. Any friendly creature within 5ft of you has an advantage on saving throws against being frightened. In addition, you are resistant to fire damage and you can grant this resistance to one creature you touch. They are resistant until the end of your next long rest at which time you may extend this resistance again.
  • Mark of Vega
    You gain subtly glowing runes over your legs and torso that are white or blue in color. Your movement speed permanently increases by 5ft and you gain the ability to take the Dodge and Dash actions as bonus actions on your turn.
Mark of Polaris

  • Your eyes become white.
  • You gain 60ft of dark vision if you did not already possess it.
  • In addition, you always know which way is north.
  • You can take 10 minutes to float above all visible obstacles within 10ft of you to gain an eagle's eye view of your surroundings. You cannot float higher than 5ft per level of star caller you possess and you cannot do anything from this height other than observe and then float steadily down. It takes you about 1 minute to descend.

Mark of Sol

  • Your irises turn to gold and you exude a warm and pleasing aura.
  • Any friendly creature within 5ft of you has an advantage on saving throws against being frightened.
  • In addition, you are resistant to fire damage and you can grant this resistance to one creature you touch.
    • They are resistant until the end of your next long rest at which time you may extend this resistance again.

Mark of Vega

  • You gain subtly glowing runes over your legs and torso that are white or blue in color.
  • Your movement speed permanently increases by 5ft
  • You gain the ability to take the Dodge and Dash actions as bonus actions on your turn.

Reality Pulse

As an action, all creatures you choose within 60ft of you must make a Strength saving throw or be pushed backward in a straight line 10ft away from you, in addition, any creature who fails the save has its speed reduced by half until the end of its next turn. You can only use this ability once, regaining the use of it at the end of your next long rest. The push is not strong enough to cause damage to any creature that impacts a surface from being pushed.

Guiding Star

After the 10th level, any ally within 10ft of you, including yourself, gains your wisdom modifier to all saving throws as long as you are conscious.

If you are unconscious, you still of course retain your own wisdom modifier, and all other allies within 10ft of you return to their original wisdom modifier.

Constellation

At 10th level, if you go to cast a spell that has a range of touch on a friendly creature, it instead has a range of 30ft.

So, for example; Vampiric Touch which is normally a self/touch spell. Will now work as a range spell with a range of 30ft.
Use your mind to reach out with your ethereal form and touch those who are normally too far to grab.

Planetary Alignment

At the 14th level, as an action, you can touch an item or creature with an ability that usually regains its charge at dawn and have it immediately regain its charge. Additionally, as a reaction, you can take any failed save, check or attack roll you see and make it a success. You can only use each of these abilities once, regaining the use of both of them at the end of your next long rest. You cannot use this feature to replenish this feature.

Supernova

At the 14th level, your wisdom increases by 4 points, and its new maximum is 24. Also, you gain the new Supernova ability which you can expend 10 stardust to activate.

Supernova:
10 dust. You can explode in a supernova-like burst of energy. As a reaction to taking damage, you can expend 10 stardust points to fill an orb of a radius of 30ft centered on yourself with rippling cosmic energy. Any creature that you choose within the orb must make a constitution save, taking 12d6 radiant damage on a failed save or half as much on a successful one. Any creature which fails the save is also stunned until the end of its next turn.

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