Wizard
Base Class: Wizard

Wizards of the school of astromancy are an oddity not just amongst mages, but amongst wizards in general, capable of wielding starlight. Most learn their craft directly in the Astral Sea, though some do through family tradition as a gith of astral elf, and some have nothing to do with this plane of existence at all, finding this secret knowledge hidden away in an ancient temple. 

Their oddity, however, comes from how their magic affects them. Maybe they gazed upon the cosmos and look back content to be able to wield a small piece of its vast eminence, or look at the starry universe frustrated and filled with more questions about their own existence and place in existence than they ever had before, or perhaps even live in a single observatory, awaiting for the arcane to reach the stars while they gaze obsessively upon the sky.

Either way, Astromancers wield the power of stars and their light, conjuring a small sun into their control and drawing power from stars to wield its radiance, to use its soothing light as a bright and warm beacon of magical greatness through which to mend wounds and guide those that need a path to follow, even if it’s themselves.

Astral Beacon

Beginning when you first choose this tradition at 2nd level, you have learnt to wield starlight with enough focus and control as to make your own pocket sun. As an action, you can create a torch-sized light of celestial fire and astral light, an intangible and floating Tiny sphere.

Your astral beacon sheds bright light in a 30-foot radius, and dim light for an additional 20 feet. The beacon and its light can be colored as you like, and you can dismiss it at any time (no action required). You can also use your bonus action to move the light up to 60 feet to a space within range, and if it’s ever more than 60 feet away from you, it disappears. 

Optional: Additionally, you gain access to Dunamancy spells with the Graviturgy tag (DM's discretion).

Beacon's Fire

Also at 2nd level, you can harness the starlight you command to soothe and buff your allies. As a bonus action on your turn, you can choose one creature within your Astral Beacon’s light, and command your beacon to do one of the following:

  • It flares with restoring light, causing the creature to regain hit points equal to 1d8 + your wizard level.
  • It flares with empowering light, causing the creature’s attacks to be done with advantage until they hit a creature. When they do, the attack deals additional damage equal to 1d8 + half your wizard level (rounded down).
  • It flares with guiding light, causing the creature to add 1d8 to the next attack roll, ability check, or saving throw it fails within the next minute. 

You can cause your Astral Beacon to flare a number of times equal to twice your proficiency bonus, regaining all expended uses when you finish a long rest. 

Additionally, whenever you use your Arcane Recovery feature, you can expend uses of this feature, treating one use as if it was a first level spell.

Shielding Radiance

Starting at 6th level, whenever you cast a spell that targets only one creature, a spell that targets only allied creatures, an area of effect spell that has only allied creatures in its area, or whenever an ally becomes empowered by your Beacon’s Fire feature, you can choose one allied creature amongst them and harness a fragment of the starlight you command to empower their defenses (no action required).

The creature regains hit points equal to twice your wizard level, and for the next minute, they gain a +2 bonus to their AC and their speed increases by 10 feet. 

You can use this feature once, regaining the ability to use it again when you finish a short or long rest.

Celestial Protection

At 10th level, you have learnt to grant shields of raw starlight at those you empower. Whenever a creature becomes affected by your Beacon’s Fire or Shielding Radiance features, they gain temporary hit points equal to 1d4 + your wizard level. 

In addition, whenever you use your Arcane Recovery feature, you gain temporary hit points equal to 1d4 + your wizard level.

Arcane Constellation

By the time you’ve reached 14th level, you and the starry magic you command have become one. Whenever you roll initiative or activate your Shielding Radiance feature, you can regain one use of your Beacon’s Fire feature.

Additionally, you can become blinded and deafened at any point (no action required) to see and hear as if you were in the space of either your Astral Beacon or the creature empowered by your Shielding Radiance feature, and you can cast spells as if you were in their space.

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