Base Class: Wizard
Astromancy
Many a mage has looked at the stars and wondered what it would be like to harness their power. Astromancy is for those who wish to conquer even the stars. As an Astromancer, or Space Traveler, you focus your magic on warping and shaping the bounds of space and movement too your will. you are a master of teleportation, portals, and defense.
Barrier Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.
Full Body Portal
You wrap your body in spacial magic, surrounding your entire body in a series of portals. When you are hit by an attack or you fail a saving throw, you can use your reaction to open a portal on your body, causing the attack to pass through you. A melee attack will pass through your body and out the other side. A ranged attack or ranged spell attack has the option to be redirected out of a portal at an enemy. Roll a ranged spell attack against the targets AC, and use the damage from the initial attack.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. This feature has limited uses and resets after a long rest.
Space Walk
Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Space Traveller Mark
At the 10th level, As an action, you create an invisible mark, either in the air, or on the ground, as long as your hand actually reaches the spot. You are constantly aware of the location of these marks and how many of them are active. These marks are permanent, cannot bee seen except by truesight, and cannot be touched. You may dispel any of these at any time, regardless of distance, but once dispelled, you must return to the spot to activate it again.
As an action, you may teleport yourself or up to 8 willing creatures you touch to the mark of your choice. The teleportation happens instantly, and you appear in the nearest unoccupied space to the mark. You may also attempt to teleport an unwilling creature this way. You may decide to teleport with the creature, or teleport the creature by itself. The creature must succeed on a Dexterity saving throw against your spell save DC or be teleported to the mark of your choice. If the space they are sent too is too small for them, they will automatically resist the teleportation.
The number of marks you may place is limited, but they are permanent until dispelled by you. The number of teleportations you have is also limited, and restore after a long rest.
The number of marks increases at the 12th, 14th, 16th, 18th, and 20th levels.
Black Hole
At the 14th level, your understanding of spacial magic allows you to rip and tear at the fabric of reality itself. At an unoccupied point you can see in the range of 60ft, you create a rift in space, 10ft in diameter. All creatures within 20ft of the rift must make a Strength saving throw against your spell save DC or take 8d10 force damage, or half on a successful save. The rift disappears at the end of your turn.
This damage increases to 10d10 a the 18th level.
Barrier Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.
Full Body Portal
You wrap your body in spacial magic, surrounding your entire body in a series of portals. When you are hit by an attack or you fail a saving throw, you can use your reaction to open a portal on your body, causing the attack to pass through you. A melee attack will pass through your body and out the other side. A ranged attack or ranged spell attack has the option to be redirected out of a portal at an enemy. Roll a ranged spell attack against the targets AC, and use the damage from the initial attack.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. This feature has limited uses and resets after a long rest.
Space Walk
Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.
Space Traveler Mark
As an action, you create an invisible mark, either in the air, or on the ground, as long as your hand actually reaches the spot. You are constantly aware of the location of these marks and how many of them are active. These marks are permanent, cannot bee seen except by truesight, and cannot be touched. You may dispel any of these at any time, regardless of distance, but once dispelled, you must return to the spot to activate it again.
As an action, you may teleport yourself or up to 8 willing creatures you touch to the mark of your choice. The teleportation happens instantly, and you appear in the nearest unoccupied space to the mark. You may also attempt to teleport an unwilling creature this way. You may decide to teleport with the creature, or teleport the creature by itself. The creature must succeed on a Dexterity saving throw against your spell save DC or be teleported to the mark of your choice. If the space they are sent too is too small for them, they will automatically resist the teleportation.
The number of marks you may place is limited, but they are permanent until dispelled by you. The number of teleportations you have is also limited, and restore after a long rest.
The number of marks increases at the 12th, 14th, 16th, 18th, and 20th levels.
Black Hole
Your understanding of spacial magic allows you to rip and tear at the fabric of reality itself. At an unoccupied point you can see in the range of 60ft, you create a rift in space, 10ft in diameter. All creatures within 20ft of the rift must make a Strength saving throw against your spell save DC or take 8d10 force damage, or half on a successful save. The rift disappears at the end of your turn.
This damage increases to 10d10 a the 18th level.







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