Astromagi

***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, Martial Weapons
* **Tools**: Astromagi Tools (A spyglass with a stand, 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 melee weapon and a shield or (b) a weapon with the Two-Handed property
* (a) 20 darts, (b) a light crossbow and 20 crossbow bolts, or (c) a shortbow and 20 arrows
* A spell casting focus, and (a) an arcane melee martial weapon or (b) an arcane ranged martial weapon
* Explorer's pack, and (a) Studded Leather or (b) Scale mail

## 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 + the Base Spells Known column on the table (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 (+2), your list of prepared spells can include eight 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

### Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your astromagi spells.

## Astral Theorycrafting

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.

Additionally, your studies of the stars have led you to the knowledge of three concepts of the astromagi: The Radiance, The Umbra, and The White Void. Choosing to study one of these concepts will grant you spells and unique abilities as you reach particular levels in this class. You will always have certain spells prepared after you reach particular levels in this class, as shown in the Theorycrafting Spells table. These spells count as astromagi spells for you, but they don’t count against the number of astromagi spells you prepare.

Theorycrafting Spells
 5th
 9th
 13th
 17th

## Cosmically Hardened

At 2nd level, you recognize that part of your astromagi training involves rigorous physical training and combat discipline. Choose from one of the following Combat Form options below, and if you chose an *arcane weapon* from the Starting Equipment section, you may use that weapon as your spellcasting focus, if you are proficient with it.

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

* **Combat Form, Spellweaver**: You have learned how to properly and adequately channel magical attacks. You gain +2 to attack rolls made with spells and add +1 to your spell save DC.

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

## 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 Astral 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 Astromagi Concept into a magical dome. If you are currently under the effect of your Astromagi Concept aura, you can use an action to cast a 10ft radius dome of astral energy with your highest available spell slot. This dome appears centered on you and follows you, lasts for 1 minute, and must be concentrated on; if you are concentrating on a spell you must drop concentration on the spell. While in this dome, you and allies regain 1d8+2 health at the start of your turns, and gain an additional following effect:

* **The Radiance**: Every player within the dome regenerates half the healed amount while in the dome each turn.
* **The Umbra**: Every player within the dome gains temporary hit points equal to half of the healed amount for 1 hour. These temporary hit points do not stack under any circumstance.
* **The White Void**: Every player within the dome gains AC based on the lowest die result from the initial healing effect for 1 minute.

If you or your allies are within the dome while already under one of these effects, you may either choose a new result or keep the old one. The health die increases to 2d8 if used with a 3rd or 4th level spell slot, and 3d8 with a 5th level spell slot. You can only use this ability once after a long rest.

## Combat Adept

Also at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you chose the *Combat Form, Spellweaver* from the *Cosmically Hardened* trait, you can instead cast two cantrips, instead of one, whenever you take the Cast a Spell action on your turn to cast a cantrip spell. This feature can be used only once per turn.

## Planetary Alignment

At 10th level, you can cast a cantrip with your bonus action if its cast time is of an 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 20ft radius, lasts for 5 minutes, and gain the following benefits based on your studied Astromagi Concept:

* **The Radiance**: The dome incinerates any hostile creatures within the radius, dealing 10d8 radiant damage initially and again if they start or end their turn within the dome.
* **The Umbra**: Every ally is shrouded in an aura of darkness. If you or your allies are being attacked, roll a d20 before the attack roll happens. On a 15 or higher, they automatically dodge the attack.
* **The White Void**: Creatures chosen by you within the dome have to make a Constitution saving throw against your Spell Save DC; on a fail, they are momentarily teleported to The White Void, and return at the end of their next turn. Chosen creatures that are not teleported and start their turn in the dome must make Constitution saving throw or else be affected by the previous effect. If they fail three times in a row while they are within the dome, they are permanently teleported to The White Void.