Wizard
Base Class: Wizard

The School of the Cosmos, that has existed for as long as the stars have burned in the night skies, and wonder was to be found. Calling upon the very energy of light itself, they harness the magical power of the cosmos in their arcane studies. These wizards have studied alongside the druids of the stars to find the deepest secrets inside the most ancient constellations. In your studies, you have seen the brightest stars in the night sky, and the darkest voids which shuns light.

While the druids were the discoverers, the wizards were the scribes and writers for many of their tomes, their enchanted penmenship ensuring the records survival for centuries. Gathered with druids in humongous observatories, or dwelling in deep hidden libraries stacked with a thousand tomes, their most precious tomes have been ensnared in the cosmos itself, and it's secrets readable by the greatest wizards.

Celestial Knowledge

2nd-level School of the Cosmos feature

 

During the night, you have advantage on arcana checks and may cast the detect magic at 1st level, expending no spell slot, once per long rest.

Stardust

2nd-level School of the Cosmos feature

You can harvest the very essence of the stars and use it in your arcane abilities. Every time you take a long rest, you may harvest a number of stardust equal to half your proficency bonus. You may have a maximum amount of stardust equal to 5 + half your wizard level (rounded down).

Whenever you cast a spell that isn't a cantrip, you may infuse it with stardust. Stardust grants a bonus of +1 to the spell's save DC and the spell's to hit modifier, up to a maximum of +3. Each additional stardust beyond that adds 1d4 to the damage roll, up to a maximum of 6d4. A spell that is infused with a number of stardust equal to it's level deals force damage.

At 8th level, the bonus damage increases to 1d6, at 15th level, the bonus damage increases to 1d8 and at 19th level, the bonus damage increases to 1d10.

Star Struck

6th-level School of the Cosmos feature

Whenever you cast a spell that deals force damage, you may cause it to burst in blinding light on hit. Hit creatures must make a Constitution saving throw against your spellsave DC. On a failure, they are blinded until the start of their next turn. You may use this feature once per long rest.

Celestial Wonder

10th-level School of the Cosmos feature

Your curiosity and thirst for knowledge allows you to reveal a celestial wonder. You may conjure a celestial wonder as an action. The conjured celestial wonder appears within 60-feet of you, occupies a 5-foot space and remains conjured for 1 minute. The type of wonder is dependant on the time of day. You may move the wonder as a bonus action on your turn up to 20 feet in a direction of your choice.

Blazing Star (during day). A bright miniature star appears. The star emits bright light for 30 feet, and dim light for a further 30 feet. Creatures of your choice when they start their turn or move into the bright light must make a constitution saving throw. On a failure, they take 3d8 radiant damage, and on a success, they take half that.

Cosmic Constellation (during night). A small scattering of small stars appear. The stars emit dim light for 40 feet. Creatures of your choice gain 1d8 hit points when they start their turn or move into the dim light. Creatures that end their turn while having maximum hit points gain 1d10 temporary hit points.

Glaring Eclipse (during an eclipse). A sun blocked by a moon appears, releasing pulses of powerful magic. At the start of your turn, you must decide if it releases a warming embrace, or a eclipsing glare. When releasing a warming embrace, creatures of your choice within 40 feet of the wonder regain 3d12 hit points. When releasing a eclipsing glare, creatures of your choice within 40 feet of the wonder must make a dexterity saving throw, taking 6d10 radiant damage on a failure.

You may conjure a celestial wonder once per day.

Heavenly Inscription

14th-level School of the Cosmos feature

You have learned the secret technique to embed your knowledge in the stars themselves. You may inscribe one spell of 6th level or lower that have prepared into the heavens. The process takes one day per level of the spell.

Afterwards, once per long rest, you may use that connection, casting the spell without expending any materials or spellslots. A spell cast this way deals force damage, and cannot be counter-spelled nor blocked by antimagic.

At 20th level, you may inscribe a second spell of 8th level or lower that you have prepared into the heavens.

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