Magical Study: Astromancy (WC5e)

by Zekerath

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Astromancy

Astromancy, also known as astrology or astronomy, is divination and fortune-telling through the studying of stars. Many races and cultures have studied it, including but not limted to blood elves, humans and orcs of the Shadowmoon clan. The highborne of Suramar were studying the stars as early as twelve thousand years ago. Although it is a branch of divination magic, the power of constellations and space can also be harnessed to deal great destruction.

Divination Savant

Beginning when you select this study at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

Stars Align

Starting at 2nd level, when your Spellcasting feature lets you learn a mage cantrip or add a mage spell of 1st level or higher to your spellbook, you can choose the new spell from the druid spell list or the mage spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a mage spell for you. If you choose a spell from druid spell list, it must be an evocation spell. If on your adventures you find a druid evocation spell, you can copy it to your spellbook through normal rules.

Additionally, when you cast a spell that deals radiant damage, you can reroll one of its damage dice, but you have to keep the new result.

Astromancer from the Hearthstone by Gonzalo Ordonez

Stellar Guidance

Beginning at 6th level, you gain proficiency with Survival skill and cartographer’s tools if you don't already have them.

Additionally, while you can see the night sky, you gain advantage on Wisdom (Survival) checks to navigate, and you always know which way is north. You also can't be surprised while you are under the night sky.

Supernova

Upon reaching 10th level, you learn how to manipulate arcane energies into releasing a gravitational pulse from a friend or foe. When a creature enters within 10 feet of you or your ally that you can see, you can as a reaction release a pulse from either the enemy or your ally. Each enemy creature within 10 feet of the target must make a Strength saving throw or be pushed 10 feet away from the creature. On a successful save, the creature isn’t pushed. If you target an enemy creature with the ability, it must make a Strength saving throw or take force damage equal to half your mage level and be knocked prone. On succesful save, the creature takes no damage and isn’t knocked prone.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Gravitational Pull

At 14th level, you can bend space to travel safely long distance, or to crush your enemies. As an action, you open a portal at a point you can see within 30 feet of you and choose one of the following effects.

  • Wormhole. You and up to 5 willing creatures of your choice that you can see are pulled into the portal. A second portal opens at a point of your choice within 100 miles, and you and your chosen allies are deposited there. Then both portals close.

  • Black Hole. The gravitational force pulls your enemies. Pick up to 5 creatures that you can see within 30 feet of the portal. Those creatures must make Dexterity saving throws against your mage spell save DC. Creatures that fail their saving throw take 10d6 force damage, are pulled to an empty space nearest to the portal and are grappled for 1 minute. Those that succeed take half the force damage and are not grappled. On its turn, a grappled creature can use its action to attempt a Strength (Athletics) or Dexterity (Acrobatics) check to end the grappled condition against your mage spell save DC. The portal closes after 1 minute.

Once you use this ability, you cannot use it again until you complete a long rest.

Mage Crest from the World of Warcraft

 

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