Wizard - Astronomical Order

by KibblesTasty

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Wizard

Astronomical Order

The Astronomical Order are Wizards that specialize in the study of the celestial bodies and their movements, interpreting mystical meaning and understanding aspects of nature and magic from their order. They draw on the stars and the insights they glean from these celestial mysteries empower their magic.

Often found buried in star charts and ancient tomes, they seek to delve into the secrets of ancient skies and uncover new insights into the infinite depths above.

Astral Orrery

Starting at 2nd level, you can invoke a special ritual as an action, creating an ethereal orrery representing an accurate real time star chart around you, even during the day or underground. While surrounded by our Astral Orrery, you are able to see the positions of the stars and celestial bodies in great detail, even during the day, and gain the following abilities:

  • You can determine which direction is north and what time of day it is.
  • You can gain advantage or grant advantage to another creature on making Wisdom (Survival) checks to determine your location,
  • You can cast the augury spell as a ritual, consulting astral omens, even without having the spell known or prepared.

This ability may have unpredictable results or not function as expected when used on planes other than the material. This ethereal orrery lasts until you dismiss it (no action required) or move.

Star Shards

Additionally at 2nd level, you gain the ability to channel astral power as you cast spells. When expend a spell slot of 1st level or higher on a Wizard spell, you generate a star mote orbiting you as a glowing point of starlight. While you have one or more of these star motes, you can expend them in the following ways:

  • As a bonus action, you can expend one or more to fire them at a creature within 60 feet, dealing 1d4 + 1 radiant damage per mote expended this way.
  • As a bonus action, you can expend motes to protect yourself, granting you 1d4 temporary hit points per mote expended this way.
  • As a reaction to failing a Wisdom or Intelligence saving throw, or a Constitution saving throw to maintain concentration on a spell, you can expend one or more motes to add 1 to the roll per mote expended (you can do this after rolling, potentially turning a failure into a success).

You can have a maximum number of unused star motes equal to your Intelligence modifier. All unused star motes fade when you complete a long rest.

Constellations

Starting at 6th level, as a bonus action, you can form orbiting motes from Star Shards into Constellations that empower you with astral powers. A Constellation can be broken up at any time (no action required) returning the component motes and ending the effect of the Constellation. Forming a new Constellation while you already have one active breaks apart the previously formed Constellation. The forms of the Constellations vary from wizard to wizard, representing intricacies of beliefs and magic, but always take the form of stars from the planet they are on, just connected in unique ways. You can form the following Constellations:

  • Constellation of Nightfall (2 Motes). While this Constellation is active, you gain darkvision with a range of 60 feet.
  • Constellation of Navigation (2 Motes). While this Constellation is active, you gain the benefits of your Astral Orrery, moving does not dismiss it.
  • Constellation of the Eye (3 Motes). While the Constellation is active, you gain advantage on Wisdom (Perception) checks.
  • Constellation of Mystery (3 Motes). While this Constellation is active, you gain advantage on Intelligence (Arcana) checks.
  • Constellation of Brilliance (4 Motes). While the Constellation is active, when you cast a spell that deals damage you can choose to have it deal radiant damage instead of its normal damage type.
  • Constellation of the Void (4 motes). While this Constellation is active all creatures of your choice within 20 feet of you gain resistance to radiant damage.
  • Constellation of the Messenger (5 Motes). While this Constellation is active, you gain a flying speed of 30 feet.
  • Constellation of the Shield (5 motes). While this Constellation is active, you gain half cover against attacks.

While you have a Constellation formed, you shed 5 feet of dim light for each mote forming the constellation. While the motes are forming a Constellation, they will not fade away until you complete a long rest.

Nebula of Creation

Starting at 10th level, as an action, you can create a number of star motes from your Star Shards feature equal to your Intelligence modifier. Once you use this feature, you cannot use it again until you complete a long rest.

Celestial Canvas

Starting at 14th level, you can form and maintain an additional Constellation using your Star Motes before the last created Constellation is removed.

Star Spells

Star Scry [New]

2nd-level divination


  • Classes: Druid, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (60 foot radius)
  • Components: V, S
  • Duration: Instantaneous

You describe a location, person, or object during the casting of the spell. On completion of the spell, an illusion of a starry night sky forms above you ahead, showing the night sky at midnight above the target described. You can then make an Intelligence (Navigator’s Tools) check to determine the general regionally location of the described target, with the DC being 10 if you've been in the location before, 15 if you've been within 100 miles of the location, and 20 if you've never seen within 100 miles of the location.

If you give an inaccurate description or false name of the target, the spell fails to manifest any night sky. Once cast on a target, casting it on the same target again within 24 hours fails to manifest any night sky.

Playtest Notes

There's a lack of divination spells, and I thought this might be a good place to add one. The goal is to give vague but usable information.

Starfall

4th-level evocation


  • Classes: Druid, Occultist, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self (60 foot radius)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A false sky of a starry night swirls above you, which begins to rain down stars from above. When you cast the spell, 3 stars immediately fall, with 1 additional star falling at the start of your turn for the duration of the spell. For each star that falls, choose a point within 60 feet of you. Creatures within 5 feet of the point must make a Dexterity saving throw, or taking 4d6 radiant damage on a failed save, or half as much on a successful save. If a creature would be hit by multiple falling stars in a turn, that creature only takes damage once.

At Higher Levels. When cast with a 5th level or higher spell slot, the number of falling stars of the initial cast and subsequent turns increases by 1 for each level above 4th.

Supernova

9th-level evocation


  • Classes: Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Sight
  • Components: V, S, M (metal forged from a star)
  • Duration: Instantaneous

You form a fist sized point of light at a point you can see within range, that then explodes into a stellar supernova unleashing cataclysmic stellar energy. All creatures within a 60 foot radius of the point must make a Constitution saving throw. On a failure, a creature takes 30d8 radiant damage and becomes blinded for 1 minute. On a success, creatures take half as much damage and are not blinded. Blinded creatures can repeat their saving throw at the end of each of their turns, ending the effect on a success.

Playtest Notes

Ultimately this is a very simple meteor swarm alternative. The blind and damage type are generally better, the saving throw and placement rules are generally worse. Originally it worked more like Delayed Blast Fireball, but I found local cosmic annihilation benefited from simplicity

And before anyone complains, yes, "Sight" is a valid (if rarely used) range in 5e.

Credits

  • Subclass created by KibblesTasty
  • Editing by Gabriel Russell

License

5e SRD Content

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at:

https://dnd.wizards.com/resources/systems-reference-document

The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at:

https://creativecommons.org/licenses/by/4.0/legalcode

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