LVL 3 Astral Strike: (Action) At 3rd level, this weapon gains an additional attack called Astral Strike. This spell unleashes a stardust beam attack that deals 3d8 dmg to normal enemies and 6D8 to Dark-Aligned enemies. Upon hit, this ability leaves behind a smattering of Stardust on the target dealing 1d8 at the beginning of that enemies turn (2d8 for Dark Aligned enemies) lasting for 2 turns. This spell’s casting modifier is the wielder’s magic casting stat. At higher levels the stardust beams are more and period of stardust burn is longer. Every third level after this ability, the dmg die used goes up by 1. At 5th level, then again at 10th, 15th, and 20th level, this weapon gains an additional beam that can target either different enemies or the same enemy for stacked dmg. At 10th level the Stardust burn increases to 3 turns, and at 15th level increases to 4 turns. If an enemy takes a teleportation action (misty step, teleport, etc), the stardust wears off.
LVL 6 Galactic Shield: (Action) At 6th level, the wielder can summon a protective barrier of swirling stars. The wielder has resistance to all dmg types except Cosmic and 20% of the dmg is reflected back at the attacker. At higher levels, the dmg reflected increases. At 9th level, 30% is reflected back, at 12th level 40% is reflected back, and at 15th level 50% is reflected back. Reflected dmg does not ignore resistances. reducing incoming damage by 50% for a short duration.
LVL 9 Meteor Shower: (Action) At 9th Level, the wielder can cast the Meteor Swarm spell equal to their proficiency bonus per long rest. At 15th and 20th level, add an additional impact point.
LVL 12 Lunar Healing: (Bonus Action) At 12th Level, the wielder can use a bonus action to cast a healing aura around themselves and up to 3 other willing targets. This spell heals them by 5D10+ the Wielders Spell casting modifier. At nighttime, this healing is increased by an additional 3d10. AT 15th level, this healing is increased by an additional 1D10 (both instances), and at 20th level this spell heals an additional 2D10 (both instances) and gains the ability “If this spell is cast during a clear full moon, the targets heal an additional 100HP.”
LVL 15 Cosmic Warp: (Reaction OR Action OR Bonus Action OR Movement) At 15th Level, the wielder gains the ability to Cosmic Warp. As any of the types of free actions that can be taken (listed above), or in response to an attack that requires any kind of save, the wielder can warp in and out of existence to anywhere they can see within 200 feet. At the entry and exit point of the teleport, enemies within a 10 foot radius must use a reaction to make a DEX save or take 2D10 force dmg. On a failed save, the target is knocked prone. This ability can be used only twice per round and up to 7 times per long rest. At 18th Level, you gain an additional reaction per round (only one reaction can be made per attack – you cannot stack Hellish rebuke twice to someone attacking you). At 20th level, the number of times per day this ability can be used is increased to 10 per long rest.
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