Base Class: Wizard
The School of Celestial is not merely a path of magic—it is the journey of a being who once wielded power beyond mortal comprehension.
You were once a guardian of the cosmos, a celestial protector who fought against forces that sought to unmake reality itself. But you were defeated, and before you could be erased, you sealed your essence into a human vessel. Now, stripped of your vast cosmic power, you awaken in a fragile body, struggling to rekindle the celestial magic that once flowed effortlessly through you.
Wizards who walk this path do not study celestial magic as mere scholars; they are rediscovering the knowledge they once held, slowly unlocking pieces of their forgotten power. With each spell mastered, a fragment of your former self returns, and one day, you may stand against the celestial forces that once cast you down.
Cosmic Boon
When you restore hit points to a creature using a spell of 1st level or higher, you can choose one additional creature within 15 feet of the target to receive a celestial boon. The chosen creature gains one of the following benefits of your choice, which lasts until the start of your next turn:
Radiant Ward: The creature gains temporary hit points equal to your Intelligence modifier.
Luminous Reflexes: The creature can immediately move up to 10 feet without provoking opportunity attacks.
Blessed Strikes: The creature’s next weapon or spell attack deals additional radiant damage equal to your proficiency bonus.
Radiant infusion
Whenever you cast a spell that restores hit points, you add your proficiency bonus to the amount healed.
Additionally, you gain proficiency in the Medicine skill. If you are already proficient, you gain expertise in Medicine instead.
Celestial Archive
Your research into celestial magic grants you access to healing and protection spells that are typically divine in nature. These spells are always prepared and do not count against your spells known.
Aegis of Stars
The celestial energy within you instinctively protects those in need. Whenever you cast a spell that restores hit points to a creature, that creature also gains temporary hit points equal to your Intelligence modifier + your proficiency bonus.
Additionally, when you finish a long rest, you can grant a number of creatures equal to your Intelligence modifier a celestial ward. The first time each of these creatures takes damage within the next hour, they gain resistance to that damage type until the end of their next turn.
Celestial Ward
As a 10-minute ritual, you can place a celestial ward on a number of creatures up to your proficiency bonus. Choose one healing spell from your spellbook.
Once before your next long rest, if a warded creature takes damage, you can use your reaction to immediately heal them using the chosen spell.
Light of the Empyrean
Whenever you cast a spell that restores hit points, the healing is maximized instead of rolling.
You can use this feature a number of times equal to your Intelligence modifier + proficiency bonus, and regain all uses on a long rest.
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