Base Class: Wizard
Astromancy is the ancient and esoteric study of magic - existing between the fabric of the cosmos themselves. It’s one of the oldest and most fundamental forces within the mortal plane and beyond. It has the capability of shifting fate and foretelling the will of the universe by utilizing its planar bodies.Because it uses divination magics provided by the stars, it is often associated with being a blessing sent by a divine entity or given to those born during astral anomalies. They lend themselves to their allies aiding them with supportive magics as well as destructive forces to overcome their foes.
Divine Magic
2nd level Astromancer feature
Your link to the divine allows you to learn spells from the cleric class. Your Spellcasting feature lets you learn or replace a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the cleric spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.
In addition, choose an affinity for the source of your divine power based ona Celestial Body: Moon,Sun,Stars,and The World. You learn an additional spell based on that affinity, as shown below. It is a wizard spell for you, but it doesn’t count against your number of wizard spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
| AFFINITY | SPELL |
|---|---|
| Moon | cure wounds |
| Sun | bane |
| Stars | bless |
| World | sanctuary |
Moon
You learn the cure wounds spell.
Stars
You learn the bless spell.
Sun
You learn the bane spell.
World
You learn the sanctuary spell.
Divination Deck
2nd level Astromancer feature
Your spellbook is now a Divination Deck of cards. Your deck works the same way as a Wizard’s spellbook. Your deck is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Adding a spell to your deck will require reproducing the base form of the spell and deciphering the unique system of notation used by the wizard who wrote it as well as a blank card. The cost of the blank card is included in the cost of the material components you need when normally adding a spell.
The appearance of your deck is unique and personalized to every wizard each found or given in their own respective ways. Commonly divination decks are inherited from teachers the wizard had or passed down by a family member.
Selene’s Gift
2nd level Astromancer feature
You call forth the healing properties of the moon to aid your allies. As an action you and all allies within 30 ft of you gain a regeneration effect that lasts for 1 minute. On the turn this feature is used and at the beginning of your turns all effected allies regain 1 hit point. If your ally is unconscious or you are incapacitated this effect wears off.
You may use this ability twice and regain it after completing a short rest.
Minor Arcana
6th level Astromancer feature
Whenever an ally near you makes a melee weapon attack, you may use your bonus action to swiftcast a 1st, 2nd, or 3rd level spell. In addition, you can cast another spell as your action in the same turn as using this ability. You must be within 5ft of the attacking ally in order to utilize this feature.The spell you swiftcast still takes up the spell slot it is normally casted from.
The amount of times you can use this feature is once. You will gain additional slots for this action at different levels: 10 and 14.Slots will replenish after you complete a short or long rest.
Eye of Ra
10th level Astromancer feature
When another creature you can see within 60ft of you hits with a weapon attack, you can use your reaction to imbue the weapon with the sun’s heat causing the target to take an extra 1d10 fire damage. If the creature is resistant to fire damage it will take only half damage, and if it is immune this ability will not work.
You can use this feature a number of times equal to your intelligence modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Healing Synastry
14th level Astromancer feature
You create a healing bond between yourself and an ally. As a bonus action choose an ally within 60ft of you. For the next minute, whenever you restore hit points to yourself or another creature (including the bonded ally) using a wizard spell, the bonded ally restores an amount of hit points equal to half of the hit points restored. Bonded allies must be no more than 60ft away from you to gain the healing. This ability cannot be used in tandem with the Selene’s Gift ability.
Once you use this feature, you may use this ability once and regain it after a short or long rest, or you can expend a spell slot of 3rd level or higher to use this feature again.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/18/2023 2:38:41 AM
|
12
|
0
|
--
|
Coming Soon
|







Comments