Base Class: Wizard
There are few who can truly harness the power of the stars, but those touched by the astral realm walk the path of both arcane and divine magic. Wizards of this school channel celestial energy, granting them unparalleled healing abilities and protective magic beyond that of normal spellcasters. They serve as shields against darkness, guiding lights in the void, and conduits of the cosmos' radiant power.
Their magic does more than just restore—it shields, empowers, and inspires. Whether on the battlefield or in the halls of history, these wizards are remembered as astral guardians who weave together healing, protection, and cosmic might.
Celestial Archive
You gain access to the following spells as part of your spell list:
Cure Wounds, Healing Word, Lesser Restoration, Revivify, Greater Restoration, Mass Cure Wounds, Mass Healing Word, Heal, Sunbeam, Sunburst, Reverse Gravity, Wall of Force, Teleport, and Shield.
When you prepare your spells, you can choose from these spells as if they were Wizard spells.
Cosmic Boon
When you restore hit points to a creature using a spell of 1st level or higher, you can choose one additional creature within 15 feet of the target to receive an Astral Boon.
Radiant Ward: Gains temporary hit points equal to your Intelligence modifier.
Celestial Step: The creature can teleport up to 15 feet, OR swap places with you or an ally within 30 feet, as starlight bends around them.
Blessed Strikes: The creature’s next weapon or spell attack deals extra radiant damage equal to your proficiency bonus.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
The Falling Star
When you cast a spell of 1st level or higher that targets a creature, you can call down a fragment of a dying star to crash into the battlefield.
A small meteor strikes a point within 30 feet, dealing 2d6 force damage to enemies within 10 feet.
Allies caught in the blast are instead infused with cosmic energy, gaining +2 to their next attack roll
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1), regaining all uses after a long rest.
Starlit Barrier
When you or an ally within 30 feet is hit with an attack, you can use your reaction to summon a barrier of radiant energy, reducing the damage taken by 2d10 + your Intelligence modifier.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Astral Ascendance
Once per long rest, as a bonus action, you ascend into your true celestial form for 1 minute, radiating starlight and bending the battlefield to your will.
While ascended, you gain the following benefits:
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Cosmic Flight: You gain a flying speed equal to your current walking speed. Your form is wreathed in shimmering starlight, and you can hover in place.
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Guiding Presence: When you cast a spell on a creature, you can choose one other ally within 30 feet of you. That ally gains advantage on their next attack roll.
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Starlit Barrier: You can use your reaction to summon a Starlit Barrier without expending a use.
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Starlight Conduit: When you grant temporary hit points or restore hit points with a spell, you can also teleport the target up to 30 feet as starlight bends around them.
Previous Versions
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3/14/2025 5:30:30 PM
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3/14/2025 5:58:06 PM
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3/14/2025 6:33:55 PM
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2.5
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3/14/2025 6:53:55 PM
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3/14/2025 7:06:39 PM
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3/14/2025 7:22:45 PM
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3.3
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9/25/2025 8:06:02 PM
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63
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3.4
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