Base Class: Wizard
Your study focuses on how the forces between the stars, planets, and moons affect the universe around them and the very flow of magic. An Astronomer Wizard’s spellbook is just as likely to contain star charts as it is to contain arcane runes and rituals. Through deep study of the movement of the cosmos and unlocking the fundamental rules of the universe that constrain that movement, the Astronomer becomes the undisputed master of teleportation.
Level 3: Astronomy Savant
Cantrip. You know the Starry Wisp cantrip. The cantrip doesn’t count against your number of cantrips known.
Additional Spells. Add the Wizard level 3 spells from the Astronomer Spell List to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, add the corresponding spell from the Astronomer Spell List to your spellbook for free. These spells count as Wizard spells for you. Alternatively, you can replace one or both of the listed spells with any conjuration spell from the Wizard spell list of the same spell level or lower.
Level 3: Battlefield Constellation
Constellation. As an action, you can create a number of intangible, magical motes of starlight equal to 1 plus your Intelligence modifier (minimum 2). Each mote appears in an unoccupied space on the ground that you can see within 30 feet of you. Thin, intangible lines connect your motes of starlight. These motes last for 1 minute. You can create these motes a number of times equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
Studied Travel. As a Bonus Action on your turn, you can teleport to an unoccupied space you can see within 30 feet of you that contains one of your motes of starlight.
Level 6: Supernova
As a Magic Action you can detonate one of your motes, destroying it and damaging creatures around it. Creatures within a 5-foot radius of the mote make a Dexterity saving throw against your spell save DC, taking 2d8 Radiant damage on a failed save, or half as much damage on a success.
The damage increases to 3d8 at level 10, and 4d8 at level 14. The radius increases to 10 feet at level 14.
Level 10: Forced Teleportation
As a Bonus Action on your turn, you can attempt to teleport a creature of your choice you can see within 60 feet of you to another unoccupied space you can see within 60 feet of you containing one of your motes. An unwilling creature must make a Constitution saving throw to avoid being teleported in this way. You can do this a number of times equal to your Intelligence modifier and regain all expended uses when you finish a Long Rest.
Level 14: Gravitational Collapse
When you take damage while within 60 feet of one of your motes, you can use your Reaction to collapse the mote in on itself, destroying it and reducing the damage taken by an amount equal to your Wizard level.
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