Wizard Subclass: School of Astronomy

by CurlyFries

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Wizard Arcane Tradition: School of Astronomy

The School of Astronomy studies the patterns of the stars and the movements of the planets. Wizards of the school often sit on the extremes of intrepid explorer or reclusive sage, their training enabling them to draw upon stellar energies to empower their spellcasting and summon creatures of starlight.

Astronomer's Profciencies

2nd-level Astronomy feature

You gain proficiency with navigator’s tools, which you may use as an arcane focus for your wizard spells, and you also gain proficiency in the Survival skill.

Astral Manifestation

2nd-level Astronomy feature

You can focus your power into a cosmic entity of pure starlight. As an action, you may expend a wizard spell slot, conjuring your cosmic entity in an unoccupied space you can see within 30 feet of you. When you conjure it, the cosmic entity gains a number of temporary hit points equal to three times the level of the spell slot expended.

The cosmic entity is friendly to you and ambivalent towards your companions, and it obeys your commands. You determine the creature’s appearance, such as a humanoid or bestial silhouette whose joints shine with interconnected lights, or a swirling nebula with miniature suns for eyes.

The cosmic entity shares your initiative count in combat, but takes its turn immediately after yours. On its turn, it can only take the Dodge action unless you used a bonus action on your turn to command it to Dash, Disengage, Help, Hide, or to take one of the actions from its stat block.

The cosmic entity lasts for 1 hour, until you use this feature again, or it is reduced to 0 hit points. You may use this feature once, and you regain all uses of this feature when you complete a short or long rest.


Cosmic Entity

Medium Celestial, any Neutral alignment


  • Armor Class 13 (natural armour)
  • Hit Points Three times your wizard level + the cosmic entity's Constitution modifier.
  • Speed 20ft, fly 25ft (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 15 (+2) 13 (+1) 11 (+0)

  • Saving Throws Dexterity(+4), Constitution(+4), Wisdom(+3)
  • Skills Perception(+3)
  • Damage Immunities Radiant
  • Condition Immunities Charmed, frightened, grappled, prone, restrained
  • Senses Darkvision 60ft, Passive Perception 13
  • Languages Understands the languages you do but cannot speak

  • Soul Bond. The following numbers increase by 1 when your proficiency bonus increases by 1: the entity’s skill and saving throw bonuses, the entity’s Passive Perception, and the bonuses to hit and damage of its Solar Flare.

Actions

Solar Flare. Melee Weapon Attack: +4 to hit, Reach 5ft, one target. Hit: 1d8+2 radiant damage

Stellar Burst. The cosmic entity explodes with light. All creatures within 5 feet of the entity that can see it must succeed on a Constitution saving throw against your spell save DC or become Blinded until the start of the entity’s next turn.

Design by Lexi Abbey | Made with GM Binder

Cosmic Navigator

6th-level Astronomy feature

You and your companions cannot become lost, save by magical means, while you are travelling in sight of the stars, and you can gain the benefits of travelling slowly at a normal pace.

Celestial Alignment

6th-level Astronomy feature

Your studies of cosmic geometry allow you to capitalise on perfectly lined-up shots. When you target a single creature with a spell, you may choose to apply the same effects of the spell to one creature of your choice within 5ft of the target. If the spell requires a saving throw, both creatures roll independently; similarly, if the spell requires an attack roll, you must make two separate attack rolls.

Birth Sign

10th-level Astronomy feature

You can draw upon different constellations to empower your cosmic entity. When you summon the entity, you may choose one of the following constellations to empower it in a unique way. You may choose a different constellation each time you conjure it. Consider altering the appearance of your cosmic entity to reflect this constellation.

  • The Archer. The cosmic entity’s Solar Flare action gains a range of 30 feet.
  • The Bear. The cosmic entity’s maximum hit points are calculated using five times your wizard level, instead of three.
  • The Chalice. The cosmic entity gains the following action: Cup of Life (once per short or long rest). The cosmic entity touches a willing creature, suffering necrotic damage up to your wizard level and restoring that many hit points to the creature. The damage the entity takes cannot be reduced or deflected in any way.
  • The Mountain. The cosmic entity’s base size increases to Large, and it gains advantage on Strength checks and saving throws.
  • The Looking Glass. The cosmic entity gains Telepathy out to 30 feet, and can see invisible creatures and objects within the same radius.

Stellar Motes

14th-level Astronomy feature

Your attunement to cosmic magic surrounds you with small motes of starlight. You gain a maximum number of motes equal to your Intelligence modifier, which hover closely about your person. By default, the motes shine brightly, and you may choose to dim or brighten them as a bonus action, and you may choose whether to affect all the motes or just some in this way. The motes must be shining for you to use them. Once you have expended a mote, you must complete a long rest to gain it back.

You shed bright light in a radius equal to 5 feet times the number of shining motes, and dim light for an equal radius beyond that. When you damage a creature with a wizard spell, or as a reaction when your cosmic entity damages a creature, you may expend a single mote to deal additional radiant damage to that creature equal to 1d10 + your Intelligence modifier. Alternatively, you may expend a mote as a reaction when you are targeted with an attack roll, causing it to flash brightly, imposing disadvantage on the attack roll and all future attack rolls against you until the start of your next turn.

Design by Lexi Abbey | Made with GM Binder
 

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