Base Class: Wizard
Wizards who pursue illumination magic, called illuminators, use the power of the stars to predict when danger is near, and they draw on the power of light to attack their foes. These mages take pride in being light in the darkness, serving as a guide and protector for their friends. Many find themselves drawn to dark places and hopeless situations, for only in the darkness can they truly understand the power of the light they bring.
Divination Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an divination spell into your spellbook is halved.
Omen of Warning
When you choose this school at 2nd level, you can forecast danger for the next 24 hours by studying the stars for 1 hour. The stars must be visible to you for you to use this feature. Studying the stars in this way gives you advantage on up to two initiative rolls. The bonus remains for 24 hours or until the end of your next long rest.
Instead of using this feature on yourself, you can grant advantage on an initiative roll to one other creature you can see when initiative rolls are made, but doing this prevents you from using the benefit on yourself in that combat. You can choose whether to use this feature at the moment initiative is rolled, but you must make the decision before rolling the die.
Master of the Radiant Heavens
Starting at 6th level, the spell attack modifier and spell save DC for any cantrips you cast in darkness or dim light increases by 1. In addition, the damage of these cantrips increases by your Intelligence modifier.
Illusions of Permanence
Beginning at 10th level, illusion spells that require concentration lasts for 1 round after you stop concentrating, as long as the spell hasn't exceeded its duration.
Comprehension of the Starry Sky
By 14th level, during a long rest you can consult the stars and comprehend some meaning in a cosmic event. The stars must be visible for you to use this ability. The insight you gather is stored as a small reserve of magic inside an item that has meaning to you. A star chart or astrolabe is commonly used, but any item that can be held in the hand will suffice. When the item is in you hand you can consume that stored magic as a bonus action to produce one of the effects described below. The insight is expended in one use, and it is lost if it hasn't been used within 24 hours or by the time you start your long rest.
Comet: Comets are the harbingers of change and instability. You can change your appearance as if you had cast an alter self spell, but the effect doesn't require concentration and lasts until the next long rest.
Conjunction: Planetary conjunctions destabilize minds and emotions. You can force one creature to fail a saving throw against one enchantment or illusion spell you cast. This feature cannot prevent a usage of Legendary Resistance.
Eclipse: Eclipses plunge the world into a darkness and strengthen connections to the Shadowfell. When you cast a spell of 5th level or lower that deals necrotic damage, you can reroll a number of damage dice equal to your Intelligence modifier (minimum of one). You must use the new rolls.
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