Base Class: Wizard
Taking aspects of the School of Divination and Druidic Circles, the School of Astromancy chooses to study what lies above the skies to the very stars that light up the night sky. Astromancers value creativity and pure beauty above all. Whereas other Wizards may spend their entire lives under the roof of a library, Astromancers would prefer to be out and under the night sky, hoping to create, conjure, and incarnate a new constellation.
Mythic Blessing
You begin to study the constellations and the stories behind them, as they empower you and your spells.
You pay homage to the heroes and monsters of old, and they in turn grant you blessings of their previous deeds. As a bonus action, you can pay homage to one of three constellations for 1 minute. The spell ends early if you are incapacitated or dismiss the spell early (no action required).
The Knight: gain +2 bonus to AC and resistance to slashing and bludgeoning damage. The Knight stands tall and grants you fortitude in the face of extreme peril.
The Poet: gain advantage on Charisma saves and +1 to attack rolls. The Poet is well versed and knows how to enhance his words, especially to save his life.
The Wolf: gain +2 to damage rolls and your walking speed increases by 10 feet. The Wolf is a furious creature, that offers savagery and speed.
Starry Eyed
Your affinity to the night sky grants you with sight when starring down the darkness.
Also at 2nd lvl, you gain permanent Darkvision if you did not already have Darkvision, as your nightly outings helped your sight become clearer. You also gain advantage on Perception (Wisdom) checks when it becomes night.
Tales from Beyond
You have studied the constellations to the point where the very stars begin to speak to you, and you understand them in return.
You now can speak, read, and write Celestial. If you already know this language, then you may choose another language of your choice (possibly relating to a certain tale or constellation you study in particular).
Also, you gain 2 more constellations to summon Mythic Blessing from.
The Trickster: gain advantage on Dexterity checks and can take the Hide action while active. The Trickster is quick and nimble, and knows how to evade capture and annoy his enemies.
The Giant: gain advantage on Strength checks and saves and grow 1 size larger. The Giant is humble but mighty, and grants you the strength to do mythic feats.
Servant of the Night
The lights in the dark night sky have granted you safe passage on your journeys and allowed you serve as a vessel of the light.
Starting at 10th level, you can now bestow 2 Mythic Blessings at a time, and can grant them to allies.
Also, you gain 2 more Mythic Blessings to bestow.
The Dragon: gain resistance on Fire, Cold, Acid, and Lightning damage and gains a flying speed of 30ft. The Dragon is hearty and resilient, and can ward off most elemental attacks.
The Arcanist: gain advantage on Wisdom saving throws and Intelligence checks. The Arcanist is well versed and well studied, and grants you the knowledge to outsmart your foes.
Master of Light and Dark
Your affinity to the constellations grants you near mastery of the lights beyond the sky above and the darkness between.
Your Mythic Blessings become enhanced, and can now cast three of them at a time.
The Knight: gains a +3 bonus to AC while active, and gain resistance to piercing, slashing, and force damage.
The Poet: gains advantage on Charisma checks and saves, and gain +2 to attack rolls.
The Wolf: gains +4 to damage rolls and double's your movement speed.
The Trickster: gains advantage on Dexterity checks and saves, and can cast Greater Invisibility at will.
The Giant: gains advantage on Strength checks and saves and gain resistance to bludgeoning damage.
The Dragon: gains resistance to Thunder damage and gains a flying speed of 60ft
The Arcanist: gains advantage on Wisdom and Intelligence checks and saving throws.
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