Base Class: Wizard
The School and Study of Astrallancy focuses primarily on the magical energies that seperate the many Planes of Existence. They attempt to gather and use energy from beyond The Planes of Existence. Because some see this as an attempt to destroy The Material Plane, they often travel as students of Evocation. As the resulting experiments can be justified to locals as "Trying to create new damaging magic, for the empire!"
Astrallancy involves a lot of introspection mixed with much experience in traversing the materials and energies that create the many Planes of Existence. These energies often originate from The Stars and The Far Realm. As such dealing with entities, energies and magic from places you may never visit nor experience. These magical studies can create many varying outcomes, some in your favour, others might not.
Astrallancy Savant
Starting at 2nd Level, the time and gold required to copy Astrallancy spells into your SpellBook is halved.
Steller Projection
Starting at 2nd Level, your knowledge of The Stars allows you to channel stellar energy as a cosmic boost to your allies.
As an Bonus Action you can channel cosmic energy into an ally within 60ft. On their turn when they make an Attack Roll or Saving Throw (Whichever comes first) they can add your Intelligence Modifier to that first role. If no Attack Roll or Saving Throw is made on that turn then the bonus is lost.
You can use this a number of times equal to your Intelligence Modifier per Long Rest and reagin all uses of this ability after completing a Long Rest.
Starting at 10th Level, when your use your 'Stellar Projection' the bonus increases to equal your Proficiency bonus + your Intelligence Modifier.
You also regain all uses after a completing Long Rest.
Starting at 14th Level, When you use this ability you can use it as either a Reaction or Bonus Action.
You regain all uses of Stellar Projection after a Short or Long rest
Cosmic Cessation
Starting at 6th Level, When your see a creature make an attack roll against an ally within 30ft, you can use your reaction to create a stellar burst of energy to interrupt that attack roll. The creature must succeed an Intelligence Saving Throw against your spell save DC. On a failed Save, the target takes Radiant damage equal to your Intelligence Modifier + Your Proficiency Bonus and has Disadvantage on the attack roll.
On a Successful save the creature only has disadvantage on the attack roll
After suffering the effects of Cosmic Cessation, the target becomes more aware of your magical powers and as such becomes immune for 24 hours. Construct's and Undead are unaffected and can be retargeted.
You can use this feature equal to your Intelligence Modifier and regain all uses after a Long Rest
Astral Influence
Starting at 10th Level, Once per day The Stars imbue you with power and allow you use your physical form to channel it.
As an action you can channel Stellar Energy onto 3 creatures within 90ft of you. This energy creates a stellar mist that lasts for a number of turns equal to your Intelligence Modifier and obscures the creature and causes all attacks made against them to be made with disadvantage. The targets also have advantage on Dexterity checks against Magical Spells or Abilities.
You regain use of this ability after the next dawn.
Starting at Level 18, the number of creatures you can target increases to 6.
Cosmic Protection
Starting at 14th Level, Your knowledge of The Stars and The Far Realm has granted you favour and protection. Beings from The Far Realms seek to assist you in your journeys and do so through mystical manipulation of The Planes and The Stars.
Over the course of One Hour, you can perform the ritual to ask for access to this favour. As a result you can designate up to 12 individuals become imbued with Stellar Energy to become protected from divination magic and detection for 24 hours. These beings gain the ability to be hidden from all forms of divination and allows them to move through areas almost unseen. The favour from The Stars, allows shadow to fall just as they're stepping through an area or the sun brightening just as they begin to move through an open field. The beings move as if the Pass Without A Trace was cast on them.
Any attempts to pertain those beings whereabouts or information regarding their actions through divination is met by blinding white light.
Once this ability has been used it cannot be used for 7 days.
Previous Versions
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