Base Class: Wizard
Astromancy wizards tap into the magical power of the night sky to protect the material plane from cosmic threats.
Power of the Stars
Beginning at 2nd level, some of your spells are harder to escape. When you cast a spell of 1st level or higher that deals radiant, fire, or force damage, you can reroll a number of the damage dice up to your proficiency bonus. You must use the new damage rolls.
Starbound Flight
Starting at 6th level, you can momentarily hover. As an action, you can gain a flying speed of 15 feet and can hover. This effect lasts for 10 minutes. When the flight ends, you descend 60 feet per round until you land, taking no damage.
You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest
Blinding Radiance
Beginning at 10th level, your light-based spells are imbued with power from the sky. When you cast a spell of 5th level or lower that deals radiant or fire damage, you can choose to deal the maximum damage, instead of rolling damage dice. In addition, any creature damaged by the spell must make a Constitution saving throw. If a creature fails the saving throw, it becomes blinded until the end of your next turn.
You can use this feature once per long rest.
Starlight Guardian
Starting at 14th level, you can assume a starlike form. When you are in dim light or darkness, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Previous Versions
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