Base Class: Wizard
After years of studying the night sky you have unlocked the mysteries of the stars. Through research you have cultivated magical abilities in tune with your dedication. Astronomers might spend their nights high up in the mountains or in remote locations undisturbed studying the cosmos. Or, they might take position in royal courts to interpret and advise kingdoms on current events. They could be raving mad describing events literally out of this world or calm and calculated waiting to act only when timing is right and all evidence has been collected.
Cosmic Understanding
At 2nd level, you have a keen sense for the nature of the universe. You many double your proficiency bonus for investigation and nature checks.
Alignment of the Stars
Starting at 2nd level, your knowledge of precise astronomical alignments has heightened your sense of opportunity. You spell attacks score critical hits on rolls of 19 or 20, and checks requiring intelligence are considered critical successes on rolls of 19 or 20.
Star fall
Starting at 6th level, you have learned to extract the power of the stars and imbue your magical strikes with extra radiant damage falling from the heavens.
Whenever you make a spell attack you may roll an extra d6 and add that to the damage total. Only the extra damage is considered radiant.
Suspend Gravity
Beginning at 10th level, you harness the power of the celestial bodies to manipulate the gravity around you.
Whenever you are hit with a melee attack you may use your reaction to attempt to suspend the attacker 10 feet straight up in the air. The attacker must make a strength saving throw or be restrained until the end of your next turn.
Through Space and Time
At 14th level, you feel the weight of knowledge press upon your shoulders. Reality now exists at a different level than the unenlightened.
Whenever you cast a spell of fourth level or higher you may choose one:
you may appear in an unoccupied space up to 30 ft away without provoking an opportunity attack or spending any movement, or
You may increase your current initiative score by 4. If this is your first turn in this round of combat, and you are going first in initiative you may instead choose to add a free turn at the bottom of initiative. If you do, choose an unoccupied space up to 30 feet away. A copy of you appears in this space to act out the the free turn. The copy has hit points equal to your current hit points, and all spells cast come from the copy. The copy disappears at the end of your turn.
Previous Versions
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7/6/2020 8:26:18 AM
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