Astromancy Savant
Staring at 2nd level, you have begun your journey into
understanding the heavens. You learn how to read, speak,
and write Celestial.
Additionally, whenever you make an Intelligence (Nature)
check related to stars, constellations, and other celestial
bodies, or whenever you make a Wisdom (Survival) check
related to navigating by the stars, you are considered
proficient in the Nature or Survival skill and add double
your proficiency bonus to the check, instead of your normal
proficiency bonus. You also learn the dancing lights cantrip,
and you can cast it as a bonus action.
Astrological Charts
Beginning at 2nd level, you can read daily horoscopes for
both yourself and others. By spending 10 minutes alone or
with another creature, you can read either your own or the
other creature’s horoscope for that day. Until the end of the
next long rest, you or that creature can use an action to
cast the enhance ability spell. Once a creature has used this
benefit, they cannot do so again until they finish a long rest.
Arcane Starlight
At 6th level, the light of the stars is yours to command.
Whenever you successfully hit a creature with a spell attack
roll, or a creature fails a saving throw against a spell you
cast, you can use your bonus action to cause the creature to
radiate starlight, and the creature is considered to be under
the effects of the faerie fire spell until the beginning of your
next turn. Once you have used this effect on a creature, that
creature is immune to this effect for 24 hours.
You can use this feature a number of times equal to your
Intelligence modifier per long rest.
Heavenly Attunement
By 10th level, you have gained the ability to imitate the
strength of heavenly bodies. When you finish a long rest,
you can choose one of the following abilities, which lasts
until you finish the next long rest:
Sun’s Warmth: You gain resistance to fire damage, and
you are immune to the blinded condition.
Moon’s Grace: You gain resistance to cold damage, and
you are immune to the charmed condition.
Star’s Brilliance: You gain resistance to radiant damage,
and you are immune to the frightened condition.
Planet’s Might: You gain resistance to bludgeoning
damage, and you cannot be knocked prone.
Constellation Spell
At 14th level, you can connect others through your spells
like stars connected through a constellation. Whenever you
cast a spell of 1st level or higher that affects a single target
and requires a spell attack roll and successfully hit a target,
you can choose to direct the same spell at another target
within the spell’s range, using the first target as the starting
point for the spell. Roll another spell attack roll. If the spell
successfully hits the second target, you can continue to
repeat this process up to a number of creatures equal to
your Intelligence modifier. If you manage to hit a number of
creatures equal to your Intelligence modifier, you regain a
spell slot equal to half the level of the spell slot used,
rounded up (minimum 1).
Once you have used this feature, you cannot do so again
until you finish a long rest.
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