Wizard
Base Class: Wizard

The Order of Skywatchers is an enigmatic group, even within wizard circles, who have learned to channel power from their meticulous observation of celestial bodies. Many of its members spend countless nights within their observatories jotting down the location of a star or updating their equation predicting when a certain planet will zenith. A seasoned Skywatcher is a sight to behold when their starlit magics spell weal for their allies, and woe for their enemies.

Level 3: Cosmic Spellcraft

You gain insights into certain spells with astronomical connections. You learn the Starry Wisp and Guidance cantrips. Additionally, the spells Guiding Bolt, Moonbeam, Daylight, and Fount of Moonlight can be added to your spellbook, and count as Wizard spells for you.

When you cast a spell granted by this feature using an action, you can cast Starry Wisp on the same turn as a bonus action.

Level 3: Cosmic Aspects

Your study of astronomy has allowed you to embody one of the aspects of the cosmos.

As a Magic action choose one of the aspects below. For 1 minute, or until you end this ability early as a bonus action you gain the following benefits:

  • You have Resistance to the associated damage type.
  • You can cast one spell you have prepared of the associated school at 1st level without spending a spell slot.
Cosmic Aspects
Sun Fire, Evocation
Moon Cold, Transmutation
Planets Thunder, Enchantment
Stars Radiant, Abjuration
Darkness Poison, Illusion
Space Force, Conjuration
Time Necrotic, Divination

 

You may use this feature a number of times equal to your proficiency bonus, and you regain all uses when you complete a long rest.

Level 6: Constellation Boon

You can spend 10 minutes conducting a ritual to magically attune yourself to a constellation determined by rolling on the Constellation table below gaining its benefit until you complete a long rest. You may perform this ritual only once each day.

Constellation
D12 EFFECT
1 Skull: You gain the effects of the False Life spell as a 1st-level spell.
2 Balance: d20 Tests you make can have neither advantage nor disadvantage.
3 Sage: You get a +1 bonus to spell attack rolls and your spell save DC.
4 Throne: You have advantage on saving throws against being charmed or frightened.
5 Key: You gain proficiency with Thieves' Tools for the duration. If you already have proficiency you gain expertise with them instead.
6 Flames: You have advantage on Charisma (Persuasion) and Charisma (Deception) checks.
7 Knight: You get a +1 bonus to melee weapon damage and attack rolls.
8 Euyrale: You can move across difficult terrain without expending extra movement if it is composed of natural materials (such as plants, dirt, rocks, etc.).
9 Rogue:  You can cast the spell Pass without Trace once without expending a spell slot or material components.
10 Gem: When you roll a 1 on the d20 for a d20 Test, you can reroll the die and must use the new roll.
11 Talons: When a creature that you can see within 30 feet of you makes a d20 Test you can use your reaction to roll 1d4 and subtract the number rolled from the creature’s roll. You make this decision before the DM determines whether the roll succeeds or fails. If you do, the next d20 Test you make is subtracted by the same amount.
12 Jester: Once per turn, you can roll 1d20 immediately after you cast a Wizard spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect.

Level 10: Stellar Magnitude

You have learned how to endow your abilities with some of the vastness of the cosmos. If you would roll dice to determine the amount radiant or force damage you would deal, you may use the maximum value of those dice instead. This feature may be used a number of times equal to your Intelligence Modifier (minimum of once) and you regain all uses when you finish a long rest.

Level 14: Cosmic Syzygy

The alignment of heavenly bodies can now be bent towards your will. When you use either your Cosmic Aspects feature or your Constellation Boon feature you can select any number of other willing creatures within 30 feet. You and each of those creatures each roll 1d20. Each creature whose result matches yours also gains the effects of that feature.

Creatures affected by Cosmic Aspects this way can choose a different aspect, and creatures affected by Constellation Boon this way can choose to roll on the table separately from you.

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