School of Astronomy

The night sky calls to you, waiting for you to unlock the secrets of the stars. Wizards who join the School of Astronomy spend long nights with their eye to the telescope, learning from the heavenly bodies in the sky.

School of Astronomy Features

Wizard Level Feature 2nd Collimation, Heavenly Firmament 6th Wormhole 10th Solar Flare 14th Supernova

Collimation

Aligning the lenses of a telescope or a sextant takes extreme precision, and your attention to detail is second to none. Beginning when you select this school at 2nd level, you gain proficiency in Investigation (Intelligence) and Sleight of Hand (Dexterity) checks, or add double your proficiency bonus if you are already proficient.

You gain proficiency with Navigator's tools, or add double your proficiency bonus if you are already proficient. You always know which way is north based on the movement of the sun and stars, as long as you can see the sky, and you know your rough location on the planet's surface, and it is impossible for you to become lost, except by magical means.

Heavenly Firmament

Starting at 2nd level, the night sky has taught you its secrets.

You gain darkvision 60 feet. If you already have darkvision, increase it by 30 feet.

The gold and time you spend to copy spells that deal Fire, Cold, Radiant, or Force damage into your spellbook is halved.

Art Credit: <a href=http://www.mylespinkney.com/theelder.htm>Myles Pinkney | The Elder Homebrew Credit: <a href=http://reddit.com/u/AelarTheElfRogue>/u/AelarTheElfRogue

Additionally, the School of Astronomy lets you choose from an expanded spell list when you learn a wizard spell. The following spells count as wizard spells for you.

School of Astonomy Expanded Spells

Spell Level Spells 1st Guiding Bolt 2nd Moonbeam 3rd Daylight 4th Divination 5th Flame Strike

Wormhole

You have learned to manipulate the fabric of space to suit your needs. Starting at 6th level, you can create rips in space, linking two distant points together.

As an action, choose two unoccupied points within 120 feet of you that you can see, and within 60 feet of each other. You create a rip in space that connects the two points together, allowing instant travel between them. The rips are 5ft. diameter circles. As a bonus action, you can change the orientation of one of the circles, but not its location. The rips last 1 hour or until you dismiss them as a bonus action.

Once you use this feature, you cannot do so again until you finish a long rest.

At 17th level, the rips can be 120 feet apart, and you can open a rip in a location that you cannot currently see, as long as you have seen the location before. If you attempt to open a rip in a location you have not seen before, make a DC 20 Arcana (Intelligence) check. On a success, you open a rip in the location you are thinking of. On a failure, the fabric of space resists your rip, and you are thrown 20 feet backward and take 2d10 Force damage. If you fail by 7 or more, you are sucked into the rip into an extra-dimensional pocket. You can use this ability again (after completing a long rest) to escape the pocket, or use a spell, such as Dimension Door or Wish, to escape back to your original dimension.

Solar Flare

You have learned to let the power of the sun surge through you, bringing devistation upon your foes. At 10th level, you can cast Sunbeam without expending a spell slot. You have advatange against ranged attacks for the duration.

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

Supernova

When a star dies, it collapses in on itself, and explodes in a violent and brilliant display known as a supernova. Though the star dies, these supernovae bring new life to the cosmos. You have studied this power, and learned to replicate it. Starting at the 14th level, whenever you are on the brink of death, energy explodes forth from you, and you return to life.

As a reaction to falling to 0 HP, you instead fall to 1 HP. Each creature within 10 feet of you is pushed back 10 feet and takes radiant damage equal to 6d6 + your Intelligence modifier, and it is blinded until the start of your next turn.

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

Script for use with MPMB's Character Sheet can be found <a href= https://goo.gl/PL7uwN>here

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