Wizard
Base Class: Wizard

Wizards of the School of Cosmoforging are scholars and explorers who delve into the deepest mysteries of the cosmos. They seek to understand the celestial forces that shape the universe, believing that the very essence of the stars, planets, and celestial bodies can be harnessed and channeled through their arcane studies. 

These wizards are marked by their profound understanding of the universe's inner workings and the way it weaves through the fabric of magic. Cosmoforgers are driven by a boundless curiosity about the night sky, and they find inspiration and power in the constellations that grace the heavens. They believe that the cosmos holds the key to unlocking the true potential of arcane magic.

As they progress in their studies, Cosmoforgers gain the ability to infuse their spells with the power of the cosmos, enabling them to deal more potent damage. Their deep connection to celestial energies also grants them exceptional resilience against spells and effects that bear the mark of the stars.

At higher levels, they become masters of cosmic manipulation, allowing them to defy gravity and manipulate cosmic energy for devastating effects. They can even project their own spirits across the astral plane, transcending mortal boundaries.

Cosmoforgers are guardians of cosmic secrets and champions of the universe's boundless possibilities. Their mastery over the cosmos makes them invaluable allies and formidable foes, as they wield the power of stars and galaxies in the palms of their hands, reshaping the world with every incantation.

Etheric Infusion

Starting at 2nd level, you learn to infuse your spells with cosmic energy. When you cast a spell or a cantrip that deals damage of a type associated with the cosmos (radiant, force, cold, or lightning), you can add your Intelligence modifier to one damage roll of that spell or cantrip. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses after a long rest.

Insight of the Cosmoforger

Starting at 2nd level, you delve deeper into the mysteries of the cosmos. You unravel the hidden magical properties concealed within the vast expanse of the universe. This gives you the ability to manipulate destiny, to gain limited control over your fate and those around you.

Once per long rest, you can roll a d10 and add or subtract the result to a single d20 roll made by you or a creature you can see. You can choose to use Cosmic Insight after the roll is made, but before you know the outcome of the roll.

Nebuline Surge

Starting at 6th level, you can transfer outside magical energy and store it within yourself to later empower your damaging spells. In its stored form, this energy is called a Nebuline surge.

You can store a maximum number of Nebuline surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of Nebuline surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one Nebuline surge, as you steal magic from the spell you foiled. If you end a short rest with no Nebuline surges, you gain one Nebuline surge.

Once per turn when you deal damage to a creature or object with a wizard spell, you can spend a Nebuline surge to deal extra force damage to that target. The extra damage equals half your wizard level + your proficient bonus.

You can stack as many Nebuline Surges to the damage, as you want.

Stellarian Resilience

Starting at 6th level, your connection to the cosmos grants you a measure of protection. As a Bonus Action, you can give yourself advantage on saving throws against spells and effects that deal damage of the types associated with the cosmos (radiant, force, cold, or lightning) for the next minute. The spell or effect must do damage, otherwise the Stellarian Resilience will not have any effect. You can use this feature once per long rest. 

Quasaric Manipulation

Starting at 10th level, you gain the ability to manipulate quasaric energies in more profound ways:

  • You can cast the Levitate spell at will without expending a spell slot once per long rest. The spell's effects last for up to 10 minutes, and you don't need to concentrate on it.
  • When you cast a spell that deals damage of a type associated with the cosmos (radiant, force, cold, or lightning), you can choose to reroll any 1s or 2s on the damage dice once. You must use the new result.

Cosmic Infusion

Starting at 14th level, you reach the pinnacle of Cosmoforging magic. You can channel cosmic energy into your spells with unparalleled mastery:

  • Your spells that deal damage of a type associated with the cosmos (radiant, force, cold, or lightning) ignore resistance and immunity to those damage types.
  • When you cast a spell that deals damage of the types associated with the cosmos, you can maximize one damage roll of that spell once per long rest.
  • You can cast the Astral Projection spell once per long rest without expending a spell slot, using your wizard level as the caster level.

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