Skycaller

by CalloftheWildMagic

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SKYCALLER
The Skycaller
Level
─Spell Slots per Spell Level─
Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Active Motes
1st +2 Spellcasting, Stardust 3 4 2 1
2nd +2 Cosmic Domain 3 5 3 2
3rd +2 Celestial Bounty 3 6 4 2 2
4th +2 Ability Score Improvement 4 7 4 3 2
5th +3 4 8 4 3 2 2
6th +3 Cosmic Domain Feature 4 9 4 3 3 3
7th +3 Celestial Bounty 4 10 4 3 3 1 3
8th +3 Ability Score Improvement 4 11 4 3 3 2 3
9th +4 4 12 4 3 3 3 1 3
10th +4 Cosmic Domain Feature,  Star Touched 5 12 4 3 3 3 2 4
11th +4 5 13 4 3 3 3 2 1 4
12th +4 Ability Score Improvement 5 14 4 3 3 3 2 1 4
13th +5 5 15 4 3 3 3 2 1 1 4
14th +5 Cosmic Domain Feature 5 16 4 3 3 3 2 1 1 5
15th +5 5 17 4 3 3 3 2 1 1 1 5
16th +5 Ability Score Improvement 5 18 4 3 3 3 2 1 1 1 5
17th +6 Celestial Bounty 5 19 4 3 3 3 2 1 1 1 1 5
18th +6 Release Gravity 5 19 4 3 3 3 3 1 1 1 1 5
19th +6 Ability Score Improvement 5 20 4 3 3 3 3 2 1 1 1 5
20th +6 Celestial Diadem 5 20 4 3 3 3 3 2 2 1 1 6

Skycaller

Sitting in her thatched hut, hunched over a map of the stars, an old woman believes herself close to determining her tribe's destiny. She carefully rolls up the ancient hide scroll and sighs, then gazes to the wall, seeing a dozen more yet unread.

Two serpent-men stand chanting over a basin, the full moon glows upon the waters within. The light grows as their incantation quickens, spilling beyond the pool and flooding the area with luminosity. They turn to the sky as they slowly lift from the land, freed of its grasp.

A centaur, determined to cut through her enemies, raises her song while fiery winds swirl around her. Sunlight seems drawn to her, granting light to her inspiring presence and marking brilliant sigils along the length of her blade.

Wielding the Cosmos

Enraptured by the grand cosmic forces of the heavens, Skycallers wield the might of celestial bodies to break their foes and bolster allies. Drawing on the enormous energy of the cosmos, Skycallers gain access to powerful magic.

These wise sages are capable of weaving moonlight and starlight to hinder their foes, support companions, and manipulate the battlefield.

Reading the cosmos is an elegant and expansive, yet difficult art. The power that comes with revealing the workings of the universe and bridging the distance between arcane and divine serves as a lure; one that is particularly attractive to the most flexible adepts seeking inspiration or might.

Adaptability and perceptiveness are the signs of a truly masterful Skycaller. Each discipline, whether focusing on the moon, stars, sun, or otherwise favors those who are capable of evaluating a situation and using their abilities to the utmost for decisive action.

The Grand Design

Those who specialize in skycalling have great skill in intuitively understanding how different cosmological bodies and patterns work in tandem to either create or show changes in destiny.

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Skycaller

Skycallers, more so than most arcane casters, have a tendency to engage in spirituality. This often results from their questioning about the source of these patterns and how central fortune is to their art.

It is not uncommon to find that Skycallers have adopted deities of fate into their worship, recognizing that the designs of destiny to which gods tend and the constantly shifting organization of constellations and planets are one in the same. Some even view certain deities as the greatest practitioners of sky calling and offer prayers for revelation.

Creating a Skycaller

As you create your Skycaller, one of the most important aspects to consider is how you have gained access to your power. Were you visited by celestial visions suggesting that you had a greater path to follow? Do you have a mentor that taught you their craft or a natural skill in comprehending universal mechanics? A variety of experiences in your past may have allowed you to tap into the energy given off from cosmic bodies and knowing this history will be useful in deciding your potential discipline.

You must also consider what you intend to do with the power that you hold. Do you have a goal in mind or are you simply attempting to gather knowledge and wisdom? Do you plan to protect your homeland with the fury of the sun, or do you wish to reveal secrets from beyond your world?

Quick Build

You can make a Skycaller quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background.

Class Features

As a Skycaller, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Skycaller level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Skycaller level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, light crossbows, quarterstaves, slings
  • Tools: Navigator's tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Insight, Investigation, Nature, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a light crossbow with 20 light bolts
  • (a) component pouch or (b) an arcane focus
  • (a) an explorer's pack or (b) a scholar's pack

Spellcasting

You have learned to wield some control over or through the immense forces that shape the cosmos and weave the skein of fate. See Spells Rules for the general rules of spellcasting and the Skycaller spell list for available selections.

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Skycaller
Cantrips

You know three cantrips of your choice from the Skycaller spell list. You learn additional Skycaller cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Skycaller table.

Spell Slots

The Skycaller table shows how many spell slots you have available to cast your Skycaller spells. To cast a spell, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Chromatic Orb and have a 1st-level and a 2nd-level spell slot available, you can cast Chromatic Orb using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the Skycaller spell list.

The Spells Known column of the Skycaller table shows when you learn more Skycaller spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you level in this class, you can choose one of the Skycaller spells you know and replace it with another spell from the Skycaller spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Skycaller spells. Your magic comes from the grand latent energies of the universe around you, your potential to understand their nature, and your capacity to connect your will to these forces. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Skycaller spell you cast and when making an attack roll with one.

Spell save DC = 8 + proficiency bonus + Wisdom modifier

Spell attack modifier = proficiency bonus + Wisdom modifier

Ritual Casting

You can cast any Skycaller spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus for your Skycaller spells.

Stardust

At 1st level, your celestial connection grants you a fragment of power. As an action, you can summon a Mote of Stardust to orbit a creature within 60 feet of you, including yourself, which sheds dim light in a 30-foot radius. The mote and its light are only visible to the creature it orbits.

The Stardust stays within the creature's space at all times, and can be dismissed by you as an action. The creature can also use a bonus action to expend their mote, causing their next successful attack against a target within 1 minute to bathe it in stellar radiance. The target sheds bright light in a 5-foot radius and dim light for an additional 10 feet until the end of their next turn.





















You can only have one Mote active on a creature at a time. However, you can summon additional Motes to be simultaneously active for multiple targets at later levels, as indicated in the Active Motes column of the Skycaller table. If you summon a Mote of Stardust beyond your maximum, you select which currently active Mote to replace.

Areas of light created by this feature are magical, but other effects of magical light or darkness, such as the effects of the light or darkness spells, that overlap these areas will take priority over this feature for as long as they remain.

Cosmic Domain

When you reach 2nd level, you commit yourself to a domain of cosmic focus, each centered on different celestial bodies or functions. Choose between Celestial Order, Lunar Phases, Cosmic Binding, Stars, the Sun, Dark Space, and Planets, each of which is detailed at the end of the class description.

Your choice grants you features at levels 2, 6, 10, and 14.

Celestial Bounty

Starting at 3rd level, your skill in manipulating starlight allows you to infuse your stardust with a boon for those who wield it. You may choose two options from the list below, gaining additional options at levels 7 and 17. A single boon is placed on the Mote of Stardust at the time of casting, and the effects of multiple motes do not stack.


  • Light Speed - The bearer's movement speed increases by 5ft, then 10ft at level 10
  • Lunar Healing - Any healing spell targeting the bearer can reroll one die if its result was a 1
  • Stellar Charisma - The bearer can add half proficiency to charisma saves
  • Mind of the Void - The bearer can add half proficiency to intelligence saves
  • Shimmering Power - The light of the Mote has an additional shimmer when magic effects are within its radius
  • Light of Life - The bearer can cast Spare the Dying at will
  • Solar Radiation - If the bearer has caused damage within the Mote's radius during this turn, they may add their proficiency bonus to that damage as a bonus action.
  • Vibrant Embers The bearer can cast Dancing Lights at will
  • Deep Space Adaptation The bearer can breath underwater for up to 10 minutes
  • Terrors of the Dark The bearer can add half proficiency to intimidation checks
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Ability Score Improvement

When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one of your ability scores of your choice by two points, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.


Star Touched

Upon reaching 10th level, the cosmic energy you can channel has increased to such an amount that you now imbue your Motes of Stardust with greater utility. When you cast a Skycaller spell with a range of touch or a range of self with a point of origin for its area of effect as the caster, one of your Motes of Stardust centered on a creature within 60 feet of you can deliver the spell as though you were in its space. You must otherwise obey all requirements for the spell, such as being able to see the spell's target, in order to cast it.


Release Gravity

At 18th level, you have finally developed an affinity for the gravitational relationship that holds the universe together. You can use your action to give each creature that possess one of your Motes of Stardust within 120 feet of you a flying speed of 30 feet for up to 10 minutes or until you dismiss them as an action. A creature that you affect with this feature gains the effect of feather fall when this flight ends.

Once you use this feature, you can't use it again until you finish a long rest.

Celestial Diadem

At 20th level, you have become an authority on the workings of the cosmos, allowing you skillful control over your Motes and spells. Your Stardust feature gains the following effects:

  • You see the light from any Mote of Stardust you create.
  • When you fail a Constitution saving throw to maintain concentration on a spell, you can expend an active Mote of Stardust to automatically succeed on the saving throw.
  • You can hold up to 3 Motes of Stardust adorning your head as a visible constellatory crown. These may be expended individually, but all must be of the same type.
  • You can use a single action to summon a number of Motes of Stardust up to your maximum Active Motes, as shown on the Skycaller table. Once you use this feature, you can't use it in this way again until you finish a long rest.

Cosmic Domains

Skycalling is a varied art, a result of many crucial pathways to discover all there is about the workings of the universe. While notions of competition and differential tradition exist among practiced skycallers of varying domains, the ideologies of disentangling fate and understanding universal forces bind all practitioners together.

Domain of focus does not define the Skycaller, but individuals often tend towards those similar to their interests. Whereas those that belong to the Domain of Stars may be keen to read star maps to predict oncoming weal or woe, Skycallers within the Domain of Solar Power may be more interested in the pragmatic ways to bend illusion and fire to their will. Identifying which style most appropriately fits your disposition is critical for aspiring Skycallers.

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Domain of Celestial Order

A tradition of observation and compliance to the designs of destiny, those bound to this domain are drawn to the unyielding march of natural order. These adherents may go forth into the world seeking to either soothe a community's natural progression towards death or to forcibly prevent aberrations in the path of fate as they see it.

The followers within this domain believe in the inevitability of the universe, looking to the predictable and everlasting cycle of dawn and dusk as inspiration. Drawing upon this most foundational pattern of the cosmos, these individuals harm and guard to ensure the immutable design.

Transitional Vigil

At 2nd level, your steadfast watch over the twilight cycle grants you a rigid focus while out of combat. You can no longer be surprised while conscious.

Daybreak

Also at 2nd level, when a creature that possesses one of your Motes of Stardust expends it with a bonus action, they deal an extra 1d4 radiant damage on their next successful attack against a target within 1 minute. The creature which expends the mote also gains temporary hit points equal to the amount of additional radiant damage done for up to 1 hour.

The amount of extra damage increases to 2d4 at 6th level, 3d4 at 10th level, and 4d4 at 14th level in this class.

Temper of Twilight

At 6th level, your adherence to the march of fate allows you to resist those that fight against it. You have advantage on saving throws against being charmed or frightened.

You can also use your action to expend an active Mote of Stardust on a creature that you can see within 60 feet of you to end an effect causing them to be charmed or frightened.

























Rule Tip: Temporary Hit Points

When you receive temporary hit points while you already have them, you choose between the two amounts. Player's Handbook: pg. 198


Penumbral Shift

At 10th level, your expertise in the inevitable and interrelated nature of dawn and dusk grants you greater insight. Whenever you finish a long rest you select one of the following options for your Motes of Stardust:

  • Dawn Mote: When an ally that possesses one of your Motes of Stardust within 120 feet of you is reduced to 0 hit points, but not killed outright, you can use your reaction to consume the mote and cause them to drop to 1 hit point instead.
  • Dusk Mote: You can use your bonus action to select a creature that you can see within 60 feet of you that possesses one of your Motes of Stardust. The target and anything they are wearing or carrying becomes invisible until the end of their next turn, as the mote is consumed and the darkness of gloam wraps around their form.

When you use an effect of your Penumbral Shift feature, all remaining Motes of Stardust immediately convert to the opposing form. You are able to use this feature twice per Long Rest - once per effect.

Nightfall

Upon 14th level in this class, you condemn your foes to meet their impending final fate. Whenever a creature deals damage to a target with temporary hit points from your Daybreak feature, the creature that deals the damage must make a Constitution save against your Skycaller spell save DC. On a failed save, the creature takes 1 level of exhaustion for every 4 temporary hit points removed, rounded up. On a successful save, they take half as many levels of exhaustion.

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Domain of Lunar Phases

Apprentices and acolytes that belong to the the Domain of Lunar Phases are often quite varied in their motivations. Many students of this tradition seek to harness the immense gravitational and supernatural power which the single or multiple moons of a world hold for their own purposes. Some look to understand the lunar cycles, discerning their impact on destined futures. Others simply seek to joyously venerate in their view of pure untainted light.

Regardless of inspiration, true proficiency within this domain is difficult to attain. A strong will and mental acuity are required among those who attempt mastery over lunar bodies and light they summon, lest these petitioners of the moon find their sanity slipping away under the forceful sight they so revere.

Lunar Attunement

Starting at 2nd level, you learn one of the following cantrips: dancing lights, friends, or minor illusion.

Your choice counts as a Skycaller cantrip for you, but it doesn’t count against your number of cantrips known.

Wax and Wane

Also at 2nd level when you choose this domain, you learn to subtly affect the light around you. Using your bonus action, you can impose dim light in a 10-foot radius sphere centered on a point of your choice within 60 feet of you. The sphere disappears after 1 minute or you dismiss it as an action.

Whenever you create this effect of ambient moonlight, you also select a phase that the area embodies for its duration from the following options:

  • New Moon: The gloom and gravitational pull of this area grasp at those who stand in it, reducing the speed of each creature that starts its turn in the area by 10 feet until the end of their turn.
  • Quarter Moon: A creature that possesses one of your Motes of Stardust adds 1d4 to its saving throws and their attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage while in the area.
  • Full Moon: The illumination of this phase causes the dim light in the targeted 10-foot radius area to become bright light, revealing invisible creatures and imposing disavantage on stealth checks for all creatures as they move through it.

Multiple effects created by this feature can overlap. The light created by this feature is considered magical under the same conditions as your Stardust feature. If any effect obscures this feature's light, the other effects of this feature still remain in the area.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Quickened Light

At 6th level, you channel the pale yet unyielding light of the moon to both hinder and reveal. You gain the moonbeam spell, if you do not already have it, and can cast it once per long rest using a bonus action, expending a spell slot. When cast using a bonus action with this feature, the spell's effect can also be moved using a bonus action.

Phase Lock

Upon reaching 10th level, your study of the phases allows you to manipulate lunar skills more effectively. As an action, you can choose to flare one sphere created by your Wax and Wane feature, ending its current effect, but enacting one of the following results depending on the area's phase:

  • New Moon: Each creature within the area that does not possess one of your Motes of Stardust must make a Dexterity saving throw against your Skycaller spell save DC or be gripped by the tenebrous pull of the sphere, reducing their speed to 0 until the end of their next turn.
  • Quarter Moon: You teleport one willing creature that you see from its space within this sphere to any unoccupied space in an area of Wax and Wane that you can see, including a space within this fading Wax and Wane effect.
  • Full Moon: Any creature that possess one of your Motes of Stardust within the sphere's light immediately gains temporary hit points equal to your Skycaller level.

Invoke Eclipse

At 14th level in this class, you can align yourself with a forthcoming eclipse, taking on a form of astronomical power. Once per long rest, using your action, you can undergo a transformation gaining the following benefits for 1 minute:

  • You gain resistance to Fire and Radiant damage
  • Enemies that rely on sight make attack rolls against you with disadvantage.
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Domain of Cosmic Binding

Often touting themselves as the wisest, most knowledgeable, and widely traveled of Skycallers, individuals dedicated to the Domain of Cosmic Binding are those that have come to understand and hone a connection to the most foundational powers of the cosmos. They hold a great degree of control over the nature of gravity and use this ability to exploit the passage of time around themselves and their allies. Using their bodies and other arcane abilities as loci for their power, these Skycallers attempt to inhibit the mobility of their foes, while also bolstering others and causing destiny to act in their favor.






Compressed Continuum

At 2nd level, your skill in manipulating the fundamental powers of the cosmos allows you to shorten the amount of time it takes to rest. It only takes you half as long as it normally would to receive the benefits of finishing a long rest.

Localize Density

Also at 2nd level, you learn to use your Stardust feature to encumber nearby creatures and slow their path through time. You can use a bonus action to cause a Mote of Stardust within 60 feet of you to pulse with gravitational force in a 5-foot radius at it's center, causing each hostile creature in the area to make a Strength saving throw against your Skycaller spell save DC or be unable to use reactions until the start of your next turn.

Regardless of success or failure on this saving throw, any creature within this radius has its speed reduced by 5 feet until the end of their next turn. This effect increases to 10 feet at 7th level and 15 feet at 17th level in this class.

You can use this feature in this way a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses when you finish a long rest.

Gravity Font

Starting at 6th level, as an action, you can create a 20-foot radius aura of fluctuating gravitational force that is centered on you for 1 minute. This aura may have one of the following effects, chosen at the time of it's casting, for creatures within it who hold one of your Motes of Stardust:

  • It costs no additional movement to traverse non-magical difficult terrain within this aura
  • Movement speed is increased by 15 feet

Additionally, a creature in this area that fails its saving throw against your Localize Density feature also falls prone.

Once you use this feature, you can't use it again until you finish a short or long rest.

Temporal Dilation

At 10th level, you learn the haste and slow spells, if you do not already know them, and can cast one of these spells once without expending a spell slot. The spells do not count against your number of Spells Known.

Once you cast haste or slow in this way, you can’t do so again until you finish a long rest, though you can still cast the spell normally using an available spell slot.

Delay Outcome

At 14th level, you can delay the effects of an attack for a short period. You can use a reaction when a creature that possesses one of your Motes of Stardust within 120 feet of you takes damage from an attack or fails a saving throw. When you use this reaction, the creature does not take damage from the attack and/or is not affected by failing the saving throw, and instead suffers the effects at the end of either yours or the affected creature's next turn, which you choose at the time of your intervention. If a creature fails a saving throw that triggers this reaction from a spell that requires concentration, the spell requires concentration up to the time the effects are administered.

You can use this feature twice, after which you can't use it again until you finish a long rest.

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Skycaller

Domain of Stars

Primitive magics that draw on stellar patterns have been found to date back to the first attempts at contacting gods and divining the future. This ancient tradition of star-scrying has evolved over time, with generations of star charts and celestial events being recorded and studied.

Followers of this domain tend to be those who aim to understand the patterns of fate or glean knowledge about the designs of the gods through arcane means. The few capable of these feats are rewarded with the power of the stars; given the tools to tip the scales in their favor through manipulation of Motes of Stardust and spells.

Cosmic Storytelling

At 2nd level, you become proficient in your choice of one of the following skills: Arcana, History, Religion, or Survival.

Star Reader

Also at 2nd level, you are prepared with minor insights, and can shift a situation to better your fortunes. When an enemy attacks a creature that possesses one of your Motes of Stardust within 60 feet of you with advantage, you can use your reaction to prevent the roll from benefiting from advantage. You can also expend the Mote of Stardust as part of this reaction to give the ally who carried it advantage on the next attack they make until the end of their next turn.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Constellation's Blessing

Beginning at 6th level, your study of the stars allows you to further tap into latent energy of their patterns. Whenever you finish a long rest, you choose two of the following constellations and gain access to their blessings. You lose the effects of any option you currently have whenever you a finish a long rest.

  • The Bear: You gain temporary hit points equal to half your Skycaller level, as well as resistance to the damage of the first successful attack against you.
  • The Lantern: You gain the light cantrip, if you do not already have it, and can cast it at a distance of 30 feet. You also have advantage on initiative checks.
  • The Hand: You select one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.
  • The Lovers: You can cast charm person once at 1st level using your Skycaller spell save DC, without requiring any verbal or somatic components, and without expending a spell slot. The target does not become aware of the charm at the end of a failed save. You cast charm person with this feature at 2nd level upon 14th level in this class.
  • The Scales: You can cast either bane or bless once at 1st level using your Skycaller spell save DC and without expending a spell slot. You cast bane or bless with this feature at 2nd level upon 14th level in this class.
  • The Maw of Stars: You can cast dissonant whispers once at 1st level using your Skycaller spell save DC and without expending a spell slot. A creature that fails the save when cast in this way is also frightened of you until the end of their next turn. You cast dissonant whispers with this feature at 2nd level upon 14th level in this class.



























Diviner's Boon

Starting at 10th level, when you use your Star Reader feature to prevent an attack roll from benefiting from advantage, you also prevent the target of the feature from benefiting from advantage on any attack roll until the end of their turn.

Additionally, when you use your Star Reader feature to expend a Mote of Stardust and give a target advantage on their next attack roll, the target also gains advantage on the next saving throw they make until the end of their next turn.

Stellar Mastery

At 14th level, you have expanded your knowledge surrounding the workings of the cosmos such that you have learned to access the powers of more complicated universal relationships. You now choose three effects for your Constellation's Blessing feature and can add the following options to the list of selections:

  • The Magi: You learn one of your choice of commune, dream, legend lore, scrying, telepathic bond, or teleportation circle and can cast your selection using a Skycaller spell slot. The spell learned from this feature does not count against your number of Spells Known.
  • Conjunction/Opposition: Once, as a bonus action, you can designate two creatures that you can see within 60 feet of you, forcing them to make a Strength saving throw against your Skycaller spell save DC or each move up to 30 feet towards or away from each other in a straight line. If a target of this ability strikes a solid object or creature, the target takes 1d6 bludgeoning damage for every 5 feet it moved. If hitting a creature, the other creature must succeed a Dexterity saving throw against your Skycaller spell save DC, taking the same amount of damage on a failure and half as much on a success. Creatures with a size above Large have advantage on the initial saving throw against this effect.
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Domain of the Sun

Rather than focus on the designs of fate or obsession with the moon, those within the Domain of the Sun tend to spend their attention on the more practical applications of the cosmic power they wield. A proud and refined discipline of fiery martial magic, these Skycallers draw from the radically powerful events that occur upon the sun's surface, as well as the daily solar tides and winds which pass beyond the world to distract and strike their foes.

Firebrand

Starting at 2nd level, your innate connection to the fierce power of the sun begins to fuel your capacity in battle:

  • While you possess one of your Motes of Stardust you gain a barrier of heat that pushes back against unwanted attacks and strengthens your own swings. These solar winds change your AC to equal 13 + your Dexterity modifier when you are not wearing armor and you gain proficiency with short swords and scimitars.
  • If you are proficient with a simple or martial melee weapon, you can use it as your spellcasting focus for Skycaller spells.
  • When you deal damage to a creature with a melee weapon attack, with a weapon which has the finesse property, you can choose to mark a solar brand on to the enemy for up to 1 minute. This brand will erupt if the branded creature takes fire or radiant damage after the damage that applied it, dealing an additional 1d6 fire damage. Once the brand deals damage, it is expended and disappears.
        Only one brand can be applied per attack, but a creature can have up to two brands on them at a time. The brand's damage improves when you reach 14th level in this class, increasing to 2d6 fire damage.
        You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.































Extra Attack

Upon reaching 6th level, you can attack twice, instead of once, when taking the Attack action on your turn. You may cast a cantrip in place of one of these attacks.

Radiance

Also at 6th level, you regain your Firebrand feature's uses when you finish a short rest.

Mirage

At 10th level, your mastery over luminosity allows you to distract enemies with woven light. When a creature that you can see within 30 feet of you makes an attack roll against you, you can use your reaction to immediately become invisible, create an illusory duplicate of yourself in your space, and move up to half your speed. This duplicate and invisibility last until the end of your next turn, but the invisibility ends if you attack or cast a spell.

If you take the Attack action while the duplicate is present, you can make your attacks from either your own or your duplicate's position. Your duplicate uses your bonus to hit and damage, any damage it deals is considered radiant damage, and its attacks are capable of applying your Firebrand marks.

Once you use this feature, you can't use it again until you finish a long rest.

Solar Flare

At 14th level, when you mark a creature with your Firebrand feature you can force the target to make a Constitution saving throw against your Skycaller saving throw DC or be blinded until the end of their next turn. While blinded in this way a creature is unable to make attacks of opportunity.

You must currently possess one of your Motes of Stardust for this effect to occur. A creature that saves against this effect is not blinded and is immune to the effect for 24 hours.

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Domain of Dark Space

Only rarely are masters of this tradition able to be found. Whether this is a result of seclusion stemming from the isolated nature of their obsessions or from the rigorous trials that they must endure for their power is unclear to outsiders.

These are the few, however, who recognize that true brilliance is not found among the stars, but in the vacuum that contains them; finding that the space between all things is not truly vacant, but rather has an essence of its own that should be harnessed and revered.

Voices in the Dark

At 2nd level, you intuitively learn an exotic language of your choice. At 10th level in this class, you learn a second exotic language of your choice.







Languages Near and Far

Every setting has its own unique languages that might exist and that are available to players. Work with your DM to decide on what qualifies as an exotic language that you can choose from. A list of typically available languages can be found here: Player's Handbook: pg. 123


Astral Exchange

Also at 2nd level, as a bonus action on your turn, you can expend one currently active Mote of Stardust to instantly teleport up to 30 feet, exchanging position with an ally bearing one of your Motes of Stardust.

You can use this feature a number of times equal to your limit of Active Motes, as shown in the Skycaller table. You regain all expended uses when you finish a long rest.

Dark Expansion

Beginning at 6th level, you can use this feature when casting a spell using a 1st or 2nd level spell slot and gain the benefits of casting the spell at level higher.

For example, if you use this feature while casting the cause fear spell at 2nd level, you can frighten up to three targets, rather than two, as detailed in the cause fear spell effect for higher level casting.

The highest level spell slot that you can affect with this feature increases to 3rd level when you reach 7th level in this class and to 4th level when you reach 9th level in this class.

Once you use this feature, you can't use it again until you finish a short or long rest.

Void Summoning

Starting at 10th level, your calls to the void of stars have gifted you with ephemeral wardens, brought to this world to obey your will. Using your bonus action, you can summon two Void Entities in unoccupied spaces adjacent to you, using the statistics detailed below.

These creatures attack rolls benefit from your proficiency and Wisdom modifiers. The entities only respond to commands given by you, and they cannot bear a Mote of Stardust.

When the Void Entities are summoned, they can be issued orders and must be given commands using subsequent bonus actions to move or attack. These creatures will remain in your service for 10 minutes, until they die, you dismiss the entities as a bonus action, or you become incapacitated, after which they disappear.

Once you use this feature, you can't use it again until you finish a long rest.

Encroaching Darkness

Upon reaching 14th level, you can exercise your growing control over the vacuous nothing of space to empower your shadowy manipulations. Whenever you expend a Mote of Stardust with your Astral Exchange feature, you can now exchange position with an ally up to 60 feet away or swap places with one of your Void Entities within 120 feet.

When you use your Astral Exchange feature, the creature that you swap with can make an attack against a target within its melee attack range as a reaction either before or after the exchange (your choice), adding an amount of necrotic damage equal to your Wisdom modifier (minimum of +1). If the ally was one of your Void Entities, you gain temporary hit points equal to their damage done.

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Skycaller

Void Entity

Medium aberration


  • Armor Class 12
  • Hit Points 16 (3d8 + 3)
  • Speed 40ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

  • Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10

Amorphous. The entity can move through a space as narrow as 1 inch wide without squeezing.
Shadow Blend. While in dim light or darkness, the entity becomes invisible
Sunlight Weakness. While in sunlight, the entity has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Dark Touch. Melee Weapon Attack: (+ your proficiency + Wisdom modifier) to hit, reach 5ft., one creature. Hit: 9 (2d6 + 2) necrotic damage.

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Skycaller






























Domain of Planets

While Skycallers focus the majority of their efforts on the bright celestial bodies that burn and illuminate, there are those who venerate the stone, metal, and clay of the planets themselves . Some have also discovered that their own world is in dire need of protection from forces beyond this plane and pale that would seek to do it harm. Drawing on the knowledge of the cosmos to protect against these assailants, those within this discipline seek to guard the lands on which they reside for the benefit of all.

Guardian of the Material

At 2nd level, you gain proficiency with shields and can use shields as a spellcasting focus for your Skycaller spells.

Star Shield

Also at 2nd level, you can draw on the connection between the foundations of the world and cosmic forces beyond it to use your Stardust feature for greater protection.

As a bonus action, you can expend one active Mote of Stardust within 60 feet of you and increase both your own AC and the AC of the target who possessed it by an amount equal to your maximum number of Active Motes, as shown on the Skycaller table, for a number of rounds equal to that same value.

Planar Protector

Beginning at 6th level, you become aware of the true nature of any aberration, celestial, fey, or fiend by sensing what type of creature it is upon touching them.

Additionally, when a creature of any of these types deals damage to anyone that you can see within 60 feet of you (including self), while they are carrying one of your Motes of Stardust, you can use your reaction to reduce their damage taken by 1d6. This damage reduction increases to 2d6 at 10th level and 3d6 at 14th level in this class.





























Land Warden

Upon reaching 10th level, the land itself has recognized your protective efforts. You learn the wall of stone spell, if you do not already know it, and can cast it once without expending a spell slot. This spell does not count against your number of Spells Known.

Once you cast wall of stone in this way, you can’t do so again until you finish a long rest, though you can still cast it normally using an available spell slot.

Star Shroud

Starting at 14th level, when you expend a Mote of Stardust on a target with your Star Shield feature, you can choose for your target to gain a lingering shroud of stardust for up to 1 hour. The scintillating particles ward a creature who possesses this shroud from harm - they have resistance to one damage type of your choice, which you select when the shroud is created.

A creature that possesses a Star Shroud can also choose to remove it as an action, causing its stardust to burst forth. Doing so forces all other creatures within a 10-foot radius sphere centered on the creature to make a Constitution saving throw against your Skycaller spell save DC. On a failed save, a creature is stunned until the end of its next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

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Skycaller

Skycaller Spell List



Cantrips (0 Level)
  • Consuming VoidSkycaller
  • Dancing Lights
  • Fire Bolt
  • Guidance
  • Light
  • Mage Hand
  • Minor Illusion
  • Prestidigitation
  • Ray of Frost
  • Sacred Flame
  • Shape Water
  • Shocking Grasp
  • Word of Radiance
1st Level
  • Alarm
  • Cause Fear
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Detect Magic
  • Expeditious Retreat
  • Gift of Alacrity
  • Guiding Bolt
  • Ice Knife
  • Identify
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • RelativitySkycaller
  • Sanctuary
  • Shield
  • Silent Image
  • Sleep
2nd Level
  • Augury
  • Blindness/Deafness
  • Darkness
  • Darkvision
  • Enhance Ability
  • Fortune's Favor
  • Hold Person
  • Immovable Object
  • Invisibility
  • Levitate
  • Locate Animals or Plants
  • Locate Object

  • Mirror Image
  • Misty Step
  • Moonbeam
  • Pass Without Trace
  • Phantasmal Force
  • See Invisibility
  • Shadow Blade
  • Silence
  • Skywrite
  • Vortex Warp
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Blink
  • Comet TailSkycaller
  • Counterspell
  • Daylight
  • Dispel Magic
  • Fireball
  • Fly
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Melf's Minute Meteors
  • Nondetection
  • Protection from Energy
  • Pulse Wave
  • Remove Curse
  • Sending
  • Slow
  • Tidal Wave
4th Level
  • Banishment
  • Bow ShockSkycaller
  • Charm Monster
  • Confusion
  • Control Water
  • Dimension Door
  • Divination
  • EntropySkycaller
  • Gravity Sinkhole
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Sickening Radiance
  • Summon Aberration
5th Level
  • Astral JauntSkycaller
  • Bigby's Hand
  • Cone of Cold
  • Creation
  • Dawn
  • Dream
  • Far Step
  • Flame Strike
  • Hold Monster
  • Mislead
  • Planar Binding
  • Scrying
  • Skill Empowerment
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Wall of DuskSkycaller
  • Wall of Force
  • Wall of Light
6th Level
  • Arcane Gate
  • Chain Lightning
  • Disintegrate
  • Find the Path
  • Globe of Invulnerability
  • Gravity Fissure
  • Mass Suggestion
  • Otiluke's Freezing Sphere
  • Programmed Illusion
  • Recall PositionalitySkycaller
  • Reselect SpaceSkycaller
  • Scatter
  • Sunbeam
  • Tasha's Otherworldly Guise
  • True Seeing
  • Wall of Ice
7th Level
  • Crown of Stars
  • Etherealness
  • Firestorm
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • SupernovaSkycaller
  • Symbol
  • Teleport
8th Level
  • Antimagic Field
  • Dark Star
  • Demiplane
  • Maddening Darkness
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Meteor Swarm
  • Star SightSkycaller
  • Time Stop
  • Wish
13
Skycaller

Skycaller Spells

Astral Jaunt

5th level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of whalebone scrimshaw)
  • Duration: Instantaneous

You thin the dimensional veil between your location and the Astral Plane, allowing you to teleport to an unoccupied space that you can see within range. Immediately after you teleport, a sliver of gossamer cloud lacerates the space between your previous space and your new one. Each creature in a 5-foot wide line between these two spaces must make a Dexterity saving throw or take 6d8 force damage and be unable to magically move from their space until the end of their next turn. On a successful save, a creature takes half as much damage and is not prevented from magical movement.


At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot above 5th.

Bow Shock

4th level evocation


  • Casting Time: 1 reaction, which you take when an ally hits with an attack against a target within range
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

When an ally hits a creature that you can see within range with a melee or ranged weapon attack, you add an additional 3d8 force damage to the attack's damage roll. Each creature in a 15-foot cone on the opposite side of the target from the triggering attack must make a Dexterity saving throw or take the same amount of additional force damage as the target, or half as much on a success.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot above 4th.

Comet Tail

3rd level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute

Touch a willing creature to imbue them with a burning aura. For the duration, the target's speed increases by 10 feet. Additionally, as the target moves they leave behind a wall of burning gas as wide and tall as the target in the spaces they travel through, which lasts until the start of their next turn.

Any creature other than you or the target that enters or starts their turn within a 5-foot radius of the tail must make a Dexterity saving throw or take 2d8 fire damage, or half as much on a success.


At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the speed increases by 5 feet and the damage increases by 1d8 for every two slots above 3rd.

Consuming Void

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You devour a portion of a creature's potential energy, warding yourself with a measure of their essence. A target that you can see within range must make a Constitution saving throw or take 1d6 necrotic damage. You immediately gain temporary hit points equal to the amount of damage dealt until the start of your next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Entropy

4th level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You focus the decaying essence of impending cosmic death onto a point of your choice within range, draining life from all beings. Each creature within a 20-foot radius sphere centered on that point must make a Constitution saving throw. Creatures take 4d8 necrotic damage on a failed save and their speed is halved for the duration of the spell. Creatures that succeed on the saving throw take half damage and are not slowed by this effect.

A target which fails the saving throw must also make a Constitution saving throw at the end of each of its turns, or take an additional 2d8 necrotic damage. On a successful save, the target takes no damage and the spell's effect ends for that creature.


At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d8 for each slot level above 4th.

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Skycaller

Recall Positionality

6th level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (diamond dust worth at least 200gp)
  • Duration: Concentration, up to 10 minutes

You summon intangible beacons of starlight centered on up to 3 targets that you can see within range. Each beacon sheds bright light in a 5-foot radius and dim light for an additional 10 feet, lasting up to the duration of the spell.

Any creature targeted with this spell can use its bonus action to teleport to the space of a beacon if it is unoccupied. Once a target teleports to a beacon, the beacon disappears. The waning starlight from a disappearing beacon wraps around the target, granting 2d8 temporary hit points.


At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can choose an additional creature for each slot level above 6th.


Relativity

1st level transmutation


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S, M (a rabbit's foot and a turtle's shell)
  • Duration: Concentration, up to 1 minute

You subtly hasten and slow the ambient energy surrounding nearby creatures. A target of your choice within range must make a Wisdom saving throw or have its speed reduced by 10 feet for the duration of the spell.

If a target fails this saving throw, you can also select a creature within range and increase its speed by 10 feet until the spell ends. This effect can not reduce a target's speed below 0 nor give speed to a creature beyond the amount of reduced speed. Targets with no movement speed automatically succeed the saving throw.


At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can slow and hasten creatures by an additional 5 feet for each slot level above 1st.


Reselect Space

6th level conjuration


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a 40-foot radius sphere of fluctuating spatial energy centered on a point of your choice within range, manipulating the positions of creatures inside of it. When you cast this spell, and and as a bonus action on your subsequent turns, you can select one creature that you can see within the area and immediately teleport it up to 20 feet from its position to a currently unoccupied space that you can see within the sphere.

An unwilling creature that you target with this spell must make a Wisdom saving throw to resist this effect.

Star Sight

9th level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

You call up to a friendly spirit of the stars themselves, requesting aid. You can make a request of the spirit, which telepathically understands and communicates with you and will do its best to complete the task you have assigned it. You can choose one of the following options for your request:

Observe: The spirit surveys the world from above, watching over a single creature of your choice, whom you can identify, and is on the same plane of existence as you. The spirit can observe and track the target as long as it is not obscured by magic. The spirit telepathically reports its observations to you when requested for the duration of the spell.

Obscure: You request an illusory glamour fashioned from pure starlight to hide each creature of your choice within 60 feet of you for the duration of the spell. The spirit creates a mystical ward surrounding you, concealing the targets from all effects or spells that allow vision, detect location, or sense creature type, such as the scrying spell, the locate creature spell, or a paladin's Divine Sense.

Uncover: You can request a vision of the past in order to magically view a recreation of an event or time of your choice that occurred within 500 feet of you. You enter a trance for up to the duration of the spell, experiencing events that transpired in real time as though you were present, although unable to interact in any way. You can end this effect at any point before the spell ends. Any areas affected by an antimagic field during the event or time that you are viewing are unable to be observed, appearing as dark and silent voids.

15
Skycaller

Supernova

7th level evocation


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (a clear glass marble)
  • Duration: Instantaneous

You summon the ferocious explosion of power unleashed by a dying star in a 20-foot radius sphere centered on a point you can see within range. Each creature within this area must make a Dexterity saving throw or take 8d6 radiant damage on a failed save or half as much on a success.

The explosion you summon then increases beyond your control, dealing an additional 8d6 radiant damage within a 40-foot radius sphere centered on the same point at the start of your next turn and requiring another Dexterity saving throw for creatures in the area, dealing half damage on a success.


At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the initial radius increases by 10-feet and the secondary radius increases by 20-feet for each slot level above 7th. The damage of each explosion also increases by 1d6 for each slot above 7th.

Wall of Dusk

5th level illusion


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small bottle of ash)
  • Duration: Concentration, up to 10 minutes

A wall of shadowy gloom appears at a point you choose within range. The wall appears in any orientation you select: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The tenebrous wisps that constitute the wall block line of sight, but creatures and objects can pass through it.

Creatures of your choice that pass through the wall become invisible until the spell ends, as shadows coalesce around them. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell also ends for a target that attacks or casts a spell.

Each time a creature gains invisibility from this effect, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet in this way, creatures that are invisible from this effect remain so while you maintain concentration on this spell or until one of the other conditions to end it is met.


At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can increase the length of the wall by 10 feet for each slot level above 5th.

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Skycaller
























This is Your Life

To help you create your Skycaller, you can use the suggestions found on the following tables to help you decide your character's backstory and goals.

Call of Power

Many Skycallers experience some sort of event or come from a long tradition of practitioners that led them to adopt their craft and ability to tap into cosmic energy. These callings may be quite distinct, varying between small and large influences in the life course of these powerful casters.

Call of Power
d6 Call
1 You received glorious visions from an astral being.
2 You dedicated yourself to the worship of a deity with cosmic purpose, such as a god/ess of the Moon.
3 You were lost as a child, and looked to the stars to find your way home, but found much more.
4 Your family are a long line of Skycallers that have shown you the way.
5 You happened upon a tower belonging to a master who took you in and showed you cosmic patterns.
6 You were awe-struck at the grandeur of the sky, and found a knack for understanding cosmic mechanics.

Bond to the Beyond

Most people understand the world through their lived experiences and require proof to add new information to their perspective. Skycalling conflicts with this expectation, being a set of disciplines which are focused specifically on things which occur beyond the horizons of the world.

Consider how you might relate to your power. Is it something you came to believe in later in life? Have you held a fascination with light and stars from childhood? Perhaps you desired power anywhere you could find it?

























Bond to The Beyond
d6 Bond
1 You are uncertain about your relationship to this magic and hope to know more as you develop.
2 You have felt plagued by this magic your entire life.
3 The light and dark have always fascinated you.
4 You have difficulty understanding many things, except the intricate workings of the universe around you.
5 Protecting the celestial design is your steadfast duty.
6 You savor your power, regardless of its origin.

Inspiration for Adventure

Why have you ventured forth from your hermitage or observatory? Do you believe that a great calamity may soon befall the world and that you have the vision to stop it? Maybe you have been sequestered, requiring exploration for a perspective that cannot be granted by simple study.

Gaining a full understanding of the universe is a nearly futile effort, but gathering experience from around the world and planes may prove to be the most fruitful endeavor for this goal. Think about what prompted you to set out on your current adventure and how this may affect your viewpoint.

Inspiration for Adventure
d6 Inspiration
1 Whispers from the cosmos tempt you to seek danger.
2 A deity of the sky has given you a sacred charge.
3 You aim to enact your own view of order in the world.
4 Your star-reading indicates an impending disaster, and you mean to avert it.
5 You have a burning desire to slaughter your enemies.
6 You yearn for vision only attainable from exploration.
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Skycaller

Design Credit

Original Astromancer class by Illiana

Edits by CalloftheWildMagic

If you like this version, especially if you use it in a game, I would love to hear about it!

CalloftheWildMagic@gmail.com



Art Credits

Cover. Alicia Austin - http://www.aliciaaustin.com

Pg 3. Charles Frizzell - http://www.frizzellstudios.com

Pg 4. Howard Lyon (Magic the Gathering) - https://www.howardlyon.com

Pg 5. Envak Enkaqti - https://www.artstation.com/feintbellt

Pg 6. Zara Alfonso (Magic the Gathering) - https://www.zaraalfonso.com

Pg 7. Linda Lithén - http://lindalithenart.com

Pg 8. Will Murai (Magic the Gathering) - artstation.com/willmurai

Pg 9. Curse of Strahd Sourcebook (Sunsword)

Pg 9. Bill Washington - https://www.dmsguild.com/browse.php?author=Bill%20Washington

Pg 10. Aetolia - https://www.aetolia.com/character-classes

Pg 11. Midjourney (AI Generated, no prompt image)

Pg 12. Lucas Parolin - deviantart.com/lucasparolin

Pg 13. Filipe Pagliuso - artstation.com/filipe-pagliuso

Pg 14. Midjourney (AI Generated, no prompt image)

Pg 15. Aweartist - https://twitter.com/aweartist

Pg 17. Dan Scott (Magic the Gathering) - danscottart.format.com

Pg 18. Ryan Alexander Lee (Magic the Gathering) - https://www.artofmtg.com/artist/ryan-alexander-lee

Format provided by GMBinder!

18
Skycaller
 

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