Wizard
Base Class: Wizard

A rare arcane tradition born from a classically trained student of arcane arts who has successfully blended their technical understanding of magic with a monk's steady introspection. 

Level 3: Arms of the Astral Self

At 3rd level, your mastery of your astral magic allows you to summon a portion of your astral self. As a bonus action on your turn, you can summon the arms of your astral self for 10 minutes. These spectral arms hover near your shoulders. You determine the arms’ appearance based on the qualities of your character.
While your astral arms are summoned, you gain the following benefits:

  • You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
  • Attacks made with the astral arms have a reach of 10 feet, deal 1d6 radiant damage plus your Wisdom modifier, and allow you to use your Wisdom modifier for the attack rolls.
  • Immediately after you use the Attack action with your astral arms on your turn, you can make one extra attack with your astral arms as a bonus action. The number of extra attacks is equal to your proficiency bonus divided by 2 (minimum 1). 

This ability can be used twice per long rest.  

Level 3: Diviniation Savant

Beginning when you select this school at 3rd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

Level 6: Stillness of Mind

Starting at 6th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Level 10: Ki Flux

Starting at 10th level, you can interfere with the flow of ki in an opponent's body. As a Magic action while your Astral form is active, target a creature within 30 ft of you that you can see.The target must succeed on a Constitution saving throw vs your Spell Save DC or be stunned until the end of your next turn. This ability can be used a number of times equal to half your profiency bonus (minimum 1). 

Darkvision

You gain Darkvision with a range of 120 feet.

Greater Comprehension

You can read any language.

See Invisibility

You can cast See Invisibility without expending a spell slot.

Level 10: Awakening of the Astral Self

Starting at 10th level, you tap into the greater power of your astral self. When you summon your astral arms, they also form a spectral visage which covers your face like a helmet or mask. You determine its appearance based on the qualities of your character. While you have your Astral form summoned, you gain the following benefits. 

  • Deflect Energy. When you take acid, cold, fire, lightning, or force damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier + your total level.
  • Astral Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  • Word of the Spirit. When you speak through your visage, you can direct your words to a creature of your choice that you can see within 30 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.

Complete Astral Self

Starting at 14th level, your connection to your astral self is complete, allowing you summon it entirely. When you summon your astral form, a spectral body covers your entirely like a suit of armor, connecting with the arms and visage. You determine its appearance based on the qualities of your character.

While your astral self is summoned, you gain the following benefits.

  • Armor of the Spirit. You gain a +2 bonus to AC while you aren’t incapacitated.
  • Astral Barrage. Whenever you cast a leveled spell, you can also make an extra attack with your astral arms as a bonus action. The number of extra attacks is equal to your proficiency bonus divided by 2 (minimum 1). Attacks made with the arms have a reach of 10 feet, deal 1d6 radiant damage plus your Wisdom modifier, and allow you to use your Wisdom modifier for the attack rolls.
  • Ki Consumption. When a creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain hit points points equal to your Wisdom modifier (minimum 1).

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