Wizard
Base Class: Wizard

"The stars are not silent—they speak in patterns, in light, in fate. Those who listen can hear the voice of the cosmos itself."

Wizards who follow the School of Astronomy are scholars of the sky, charting the heavens not only to predict omens but to harness the raw power of the stars themselves. These stargazers believe that every star holds a secret, every constellation tells a story, and the very fabric of the universe can be read like an ancient text.

By attuning themselves to the celestial dance, these wizards gain insight into the ebb and flow of cosmic forces, infusing their spells with starlight and bending the energies of the heavens to their will. Whether calling upon the relentless fire of the sun, the subtle grace of the moon, or the guiding light of ancient constellations, these astral mages walk a path that balances knowledge, wonder, and the infinite mystery of the night sky.

Their power is ever-changing—each dawn brings a new star in ascendance, and with it, a new boon or burden. A School of Astronomy wizard is never the same twice, for they are bound not only to their own will, but to the turning of the firmament itself.

Cosmic Savant

Beginning when you select this school at 2nd level, you gain proficiency with navigator's tools if you don't already have it. You can use navigator's tools as a spellcasting focus for your wizard spells.

Additionally, the gold and time you must spend to copy a spell into your spellbook is halved when you do so at night under the open sky.

Star Chart

Starting at 2nd level, when you have finished a long rest, roll a d12 and consult a predetermined Star Chart (see below). This grants you a passive benefit until your next long rest, such as resistance to certain damage types, enhanced spellcasting, or improved saving throws.

 

D12

Constellation

Effect

1

The Wanderer

The Wanderer's call of adventure grants you an additional +10 feet of movement speed.

2

The Sentinel

The protective aura of The Sentinel grants you +1 AC while not wearing armor or using a shield.

3

The Seer

The all-seeing eyes of The Seer grant you advantage on Intelligence (Arcana) and Wisdom (Perception) checks.

4

The Thunder Ram

The Thunder Ram rages above: your spells ignore resistance to lightning and thunder damage.

5

The Moon Owl

The Moon Owl reveals many secrets: you gain darkvision out to a range of 60 feet; if you already have darkvision, the range extends by 30 feet.

6

The Radiant Star

The Radiant Star shines ever bright above you: when you deal radiant damage, add your Intelligence modifier to the total damage.

7

The Guardian

The Guardian watches over you today: your hit point maximum and current hit points increase equal to your wizard level.

8

The Twin Suns

The light of The Twin Suns shines brightly: when you cast a spell that does radiant damage, you can reroll one of the damage dice and use either roll.

9

The Crossed Swords

The Crossed Swords are forever locked in battle, giving you a +1 bonus to your initiative for the day.

10

The Serpent Star

The Serpent Star infuses you with uncommon grace: you can take the Dodge action as a bonus action once per short rest.

11

The Eternal Serpent

The Eternal Serpent shares some of its knowledge: you gain proficiency in one skill or tool of your choice for the day.

12

The Weaver

The Weaver pulls the strings of fate in your favor: once per short rest, when you make an attack roll, ability check, or saving throw that fails, you can reroll it once.

 

Celestial Infusion

Beginning at 6th level, when you cast a spell of 1st level or higher, you can channel celestial energy into it, gaining one of the following benefits:

  • Solar Flare: The spell deals radiant damage instead of its normal type and emits bright light in a 30-foot radius.
  • Lunar Veil: You and one ally within 30 feet gain temporary hit points equal to your Intelligence modifier + half your wizard level.
  • Starborn Guidance: If the spell requires an attack roll or saving throw, you can reroll one die but must use the new result.

You can use this feature a number of times equal to your Intelligence modifier per long rest.

Constellation Mastery

Beginning at 10th level, you can invoke the power of specific constellations as a bonus action. Once per short rest, you can take on the essence of a constellation for 1 minute, gaining unique abilities based on your choice. Examples include: 

  • The Hunter: For the next minute, you can add double your proficiency bonus when you make an attack roll as The Hunter adjusts your aim.
  • The Guardian: For the next minute, allies within 10 feet of you gain resistance to radiant and necrotic damage.
  • The Wanderer: You move with the grace of celestial bodies in their orbits. Your movement speed increases by 20 feet, and opportunity attacks against you are made with disadvantage for the next minute.
  • The Great Oak: For the next minute, you have advantage on concentration saving throws you make to maintain focus on your spells.
  • The Weaver: For the next minute, when you would be hit by an attack, you can use your reaction to add your Intelligence modifier to your AC for that turn as you weave protective wards from starlight to deflect attacks.
  • The Dawn Phoenix: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead (this can happen only once per activation). As you invoke this power, harmless flames briefly erupt around you and you can immediately move up to half your speed without provoking opportunity attacks.
  • The Moon Owl: You gain truesight out to 60 feet for one minute as Nocturna unveils the secrets of the world around you. 
  • The Great Bear: For the next minute, you can use your bonus action to gain a number of temporary hit points up to your wizard level as Borris empowers you. At the end of the minute, any leftover temporary hit points disappear.  
  • The Sky Griffon: You gain a flying speed equal to your walking speed for one minute as Griffara's free spirit lifts yours.
  • The Dragon: As a bonus action, you unleash a mighty roar. Choose a number of allies up to your Intelligence modifier within 30 feet who can hear you. Each chosen ally gains advantage on their next attack roll or saving throw made within the next minute.
  • The Lovers: As a bonus action, you can entwine your being with that of another creature of your choice within 30 feet of you for the next minute; during this time, you may use your reaction to take damage meant for them.
  • The Twin Suns: For the next minute, when you deal radiant damage to a creature with a spell or cantrip, the creature sheds dim light in a 10-foot radius and attack rolls against it have advantage until the end of your next turn.
  • The Serpent Star: For the next minute, whenever you cast a spell of 1st level or higher, you can teleport up to 10 feet to an unoccupied space you can see as part of the spell’s casting (no action required).
  • The Cursed Omen: For the next minute, whenever you cast a spell of 1st level or higher, you can impose disadvantage on the saving throw one target makes against that spell.

Cosmic Revelation

Starting at 14th level, you can tap into the infinite knowledge of the cosmos. Choose one of the following effects. 

  • Celestial Convergence: When you use your Constellation Mastery, you can choose to call upon the celestial bodies to converge their energies around you, allowing you to extend the effects of your chosen Constellation Mastery invocation to allies within 30 feet of you while that feature is active.
  • Astral Alignment: As a reaction when you take damage, you can use your reaction to bring the sun and moon into alignment, halving the triggering damage.
  • Starburst: As an action, you conjure a manifestation of a star: brilliant light fills a 30-foot-radius sphere centered on a point you can see within 90 feet of yourself. Each creature within the sphere has the blinded and deafened conditions. Each creature that enters the sphere for the first time on a turn or starts its turn there must make a Wisdom saving throw against your spell save DC. On a failed save, a creature takes 6d8 radiant damage and has the incapacitated condition until the start of its next turn. On a successful save, a creature takes half as much damage only. The manifestation persists for one minute or until you lose concentration.

Once you use this feature, you cannot do so again until you finish a long rest.

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