







Astronomer using their Astral Map
Art: lie setiawan
Wizard: School of Astronomy
The stars are a persistent and powerful force in the cultures of the world. Some wizards choose to devote their time to studying the cosmos and its various meanings. Those who follow this school call themselves astronomers: dedicated folk who spend decades mastering the ability to channel the stars to use in their spells.
In Sanctum, the cosmos is a reflection of the veil, the permeating magical force that protects the world from the well of arcane. The light that the stars give off are fragments of raw magic, which are the core of an astronomer's magical abilities and the unique power they pursue.
School of Astronomy Features
| Wizard Level | Feature |
|---|---|
| 2nd | Astral Map, Essence of Starlight |
| 6th | Guiding Constellations |
| 10th | Stellar Defense |
| 14th | Knowledge of the Universe |
Astral Map
When you choose this arcane tradition at 2nd level, you gain proficiency with navigator's tools. If you already have this proficiency, you can choose one other type of artisan's tools and gain proficiency in that instead.
Also, you have infused your spellbook with a reflection of the night sky. As an action, you can open your spellbook and project an image of the stars into a 10-foot cube space centred above your spellbook. This projection is known as your Astral Map. While your Astral Map is active, you can use it as a set of navigator's tools.
Essence of Starlight
Furthermore at 2nd level, you have the ability to weave
The night sky is a beautiful expanse of lights that you never really stop to consider. I know I didn't until I left Sanctum for the first time. Who knew that some planes didn't even have stars?
I met an elderly gnome by the name of Ronvyn in my travels. Said he was an astronomer, having studied the Sanctum sky for two centuries. He explained to me that the stars are but fragments from the division of Cynosure, so they are the only two planes that have a wide array of stars. Others, like Sestertius, only have a dozen or so in the sky which remain at fixed points rather than the rotating starscape we see in Sepulchure and Sanctum.
-Ari
starlight into your arcane power. When you cast a spell of 1st level or higher, you can choose to conjure a number of motes of starlight as equal to the spell's level as part of the casting of that spell. Each mote orbits within 5 feet of you, is intangible and invulnerable, and they shed bright light in a 5-foot radius and dim light for an additional 5 feet. You can have a maximum number of motes at a time equal to your Wizard level, and the motes last until you finish a long rest, or you dismiss the mote on your turn (no action required).
As a bonus action while you have an active mote of starlight, you can send one or more motes streaking toward one or more creatures you can see within 60 feet of you. When you do so, make a ranged spell attack for each mote you send. On a hit, the target takes 1d8 radiant damage. You can send up to a number of mote's equal to your Intelligence modifier (minimum 1) at a time.
When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can expend a mote of starlight to change the damage type of the spell to radiant.
Guiding Constellations
When you reach 6th level, you can use your knowledge of the stars for inspiration. Whenever you make an attack roll, a saving throw, or an ability check, you can use your reaction to expend a mote of starlight and add a d6 to the roll.
Stellar Defense
Starting at 10th level, your exposure to stars has manifested in an increased resilience to the forces of light. You can’t be blinded by intense light and you have resistance to radiant damage.
Knowledge of the Universe
Finally at 14th level, you can spend 1 minute consulting your Astral Map. For the next hour, you can add your Proficiency Bonus to any ability check you make that doesn't already include your Proficiency Bonus.
Once you have used this feature, you cannot do so again until you have finished a long rest.
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