Base Class: Wizard
There is a great deal that can be learned from the heavens. Some use the stars and their configurations to predict the future, while others use them to read the past. You have delved into the constellations above you in an attempt to understand and utilise the massive amounts of magic that they contain.
Cosmic Savant
When you choose this school at 2nd level, you can draw on the power of the stars to cast certain spells. The following spells are considered wizard spells for you.
|
Wizard Level |
Spells |
|
2nd |
Guiding Bolt |
|
3rd |
Augury |
|
5th |
Daylight |
|
7th |
Divination |
|
9th |
Summon Celestial |
|
11th |
Find the Path |
Northern Stars
Also at 2nd level, you gain proficiency in Navigator’s Tools. At night, as long as you can see the stars, you always know which way is North and you always know the number of hours until the next sunrise.
In addition, you can study the stars to gain knowledge on a variety of subjects. When you finish a long rest, you choose one skill of your choice from the following: Arcana, History, Nature, or Religion. You gain proficiency with that skill until the end of your next long rest. If you can see the stars during your long rest, you can choose two instead of one.
Cosmos Flare
Starting at 6th level, you can channel the glow of the constellations above to blind your enemies. When you cast a spell of 1st level or higher that creates an area of bright light, you can force all creatures within the area of bright light to make a Constitution saving throw, becoming blinded until the end of their next turn on a failed saving throw. You can do so a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a long rest.
Break the Glare
By 10th level, you have stared so long at the stars and other sources of light that you have become resistant to the light’s averse effects. You have advantage on saving throws against becoming blinded. In addition, you can use your action to ward yourself and allies within 10 feet of you against the light, granting you and the chosen creatures immunity to being blinded for 1 minute. Once you use this feature, you can’t do so again until you finish a long rest.
Map a Path of Stars
At 10th level, you become an expert at reading the stars. You have advantage on any skill check related to the stars, the constellations, or to space, and while you can see the stars, you cannot become lost except by magical means.
In addition, you can cast the Find the Path spell once without using a spell slot, and you must then finish a long rest before you can do so again. You must be able to see the stars to do so.
Constellations Align
By 14th level, you learn how to focus the massive energy of distant stars to create an asterism. As an action, you can draw patterns in the air with your finger, creating an aura of floating constellations that circle around your head. You create a number of constellations equal to twice your Intelligence modifier (minimum of 2). While these constellations orbit you, dim light shines from you in a 30-foot radius sphere. For the next ten minutes, you gain the following benefits:
- Once per turn when you cast a spell of 1st level or higher that deals radiant damage, you can expend one constellation and choose one creature damaged by that spell. That creature takes extra radiant damage equal to half your wizard level (rounded down).
- When a creature within the light given off by your constellations makes an attack against a friendly creature you can see, you can use your reaction and expend one constellation to cause the creature to become blinded until the end of their turn.
- As a bonus action, you can cause the dim light your constellations give off to become bright light until the start of your next turn. In addition, you can expend one constellation as part of that bonus action to use your Cosmos Flare, as if it were a spell.
- At the start of each of your turns, you can expend two constellations to guide your allies and inhibit your foes. You can cast the Bane and Bless spells at 1st level without expending a spell slot. You are considered to be maintaining concentration on both spells at the same time: you only make one Constitution saving throw when taking damage, and if you fail that saving throw, you lose concentration of both spells. You can expend additional constellations when you use this feature, increasing the level at which you cast both spells by one for every two additional constellations you spend.
- You can use your action to spend one spell slot of 2nd level or higher and regain a number of constellations equal to the level of the spell slot you expended minus 1.
If you end your turn with no constellations and none of these effects currently active, this ends. Once you use this feature, you can’t use it again until you finish a long rest, during which you must be able to see the stars.
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