Astromagi, Homebrew Class

Long before maps and compasses, the astromagi guided and guarded those lost in the darkness of night with the light of the stars.

You must have a Strength score and an Intelligence score of 13 or higher in order to multiclass in or out of this class.

Class Features
As an astromagi, you gain the following class features.

Hit Points

 * Hit Dice: 1d8 per astromagi level


 * Hit Points at 1st Level: 8 + your Constitution modifier


 * Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per astromagi level after 1st

Proficiencies

 * Armor: Light armor, Medium armor, Shields


 * Weapons: Simple Weapons


 * Tools: Astromagi Tools (A telescope, a small book, and a pendant with a chiseled crystal)


 * Saving Throws: Strength, Intelligence


 * Skills: Choose two from Arcana, History, Investigation, Nature, and Perception.

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


 * (a) a martial weapon and a shield or (b) two simple weapons
 * (a) a light crossbow and 20 bolts or (b) a weapon with the thrown property
 * Chain mail, and explorer's back

Astral Knowledge
You know how to read the night sky like a book, and have led yourself and your peers to safety through perilous terrain by the star's guidance alone. You know the Guidance cantrip.

Spellcasting
Through arduous study and contemplation, harnessing the power of the cosmos grants you the power to cast magic from your pendant.

Cantrips
At 1st level, you know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astromagi table.

Preparing and Casting Spells
The Astromagi table shows how many spell slots you have to cast your spells. To cast one of your astromagi spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of astromagi spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells equal to your Intelligence modifier + half your astromagi level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level astromagi, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of astromagi spells requires time spent in contemplation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your astromagi spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a astromagi spell you cast and when making an attack roll with one.


 * Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
 * Spell attack modifier = your proficiency bonus + your Intelligence modifier

Theorycrafting
Starting at 2nd level, you theorize and study one of the three Concepts of astromagi: The Radiance, The Umbra, or The White Void. Choosing one of the three concepts will gain you either the Word of Radiance, Chill Touch, or Eldritch Blast cantrip respectively.

Cosmically Hardened
Part of your astromagi training involves rigorous physical training and combat discipline. At 2nd level, choose from one of the following Combat Form options.


 * Combat Form, Spellblade: You have learned how to properly and adequately use melee weapons. You are proficient in melee Martial weapons, and gain a +2 to attack rolls made with melee weapons.


 * Combat Form, Spellslinger: You have learned how to properly and adequately use ranged weapons. You are proficient in ranged Martial weapons, and gain a +2 to attack rolls made with ranged weapons.


 * Combat Form, Spellweaver: You have learned how to properly and adequately channel magical attacks. While you do not gain proficiency in any other weapon type, you gain +2 to attack rolls made with spells.


 * Combat Form, Spellswitch: You have learned how to properly and adequately use any kind of weapon and magical attacks. You are proficient in all Martial weapons, and gain a +1 to attack rolls made with any proficient weapons and spells.

Astromagi Theorycrafting Focus
Starting at 3rd level, you learn to manifest your hard-worked studies into practical tools. The astromagi concept that you have been studying has provided you with enough information that you can harness its power in various ways. Based on the chosen Theorycrafting concept, you learn additional features focused on it.

Theorycraft Concept Focus:


 * The Radiance (Flavor WIP, Mechanically Ready)
 * The Umbra (Flavor WIP, Mechanically Ready)
 * The White Void

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Astral Brilliance
When reaching 5th level, you exude the cosmic energy of your Concept into a magical dome. If you are currently under the effect of your Concept aura, you can use an action to cast a 20ft dome of astral energy with your highest available spell slot that lasts for 1 minute, centered on you. While in this dome, you and allies regain 1d8+2 health, and gain the following effect:


 * The Radiance: Every player within the dome regenerates half the healed amount while in the dome each turn. This effect must be concentrated on for the duration.


 * The Umbra: Every player within the dome gains temporary hit points equal to half of the healed amount.


 * The White Void: Every player within the dome gains AC based on the lowest die result from the initial healing effect.

The health die increases to 2d8 if used with a 3rd or 4th level spell slot, and 3d8 with a 5th level spell slot or higher. You can only use this ability once after a long rest.

Planetary Alignment
At 10th level, you can cast a cantrip with your bonus action, once per short rest. You gain an additional usage at 13th and 16th level.

Star Divination
At 14th level, you seek the guidance of the stars for any future events that may happen to you or your allies in the coming days. Once every week, you receive an omen from the stars and store it within your pendant as a charge. You can expend this charge to re-roll a result that would be considered a failure; you must use the new roll. You cannot gain more than one charge.

Cosmic Intervention
At 20th level your knowledge of the cosmos expands tremendously through all of your research, allowing you to channel cosmic power into your being. Astral Brilliance extends to 40ft, lasts for 5 minutes, and gains the following benefits based on your studied Concept:


 * The Radiance: The dome incinerates any hostiles within the radius, dealing 10d8 radiant damage initially and again if they start or end their turn within the dome. The dome no longer has to be concentrated on.


 * The Umbra: Every ally is shrouded in an aura of darkness. On being attacked, they roll a 1d20. On a 15 or higher, they automatically dodge the attack.


 * The White Void: Every chosen creature within the radius makes a Constitution save against your Spell Save DC; on a fail, they are momentarily teleported to The White Void, and return at the end of their turn. Chosen creatures that start their turn in the dome must make Constitution saves if they are not currently displaced. If they fail three times while this effect persists, they are permanently teleported to The White Void.

Changelog
v1.0: Introduced