Difference between revisions of "School of Astral Magic (5A)"

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This is a Wizard subclass for 5A.

A number of deities claim arcane magic as their domain, for magic is as much a part of the fabric of the cosmos as wind, fire, lightning, and all other primal forces. Just as there are deities of the sea and gods of warfare, the arcane arts feature their own divine patrons. Such deities often have clerics, but many gods of magic bid their followers to take up the study of wizardry. A name that fits those who see themselves as servants of the divine are theurgists. Such spellcasters are as dedicated and scholarly as any other wizard, but they blend their arcane study with religious devotion. On the other hand are wizards that apply arcane methods to what is usually clerical magic, channelling the powers of the astral plane and doing it as wizards, not as a matter of faith. Seeing themselves as the wave of the future, many others see them as heretics and harbingers of doom.

Greyhawk: Astral Magicians tend to be synchretists as well, with a very dry and academic view of the gods. Greyhawk City and the Republic of Andoran are regions where this is common.

Divine Classes

There are many sources of power in all the many worlds, but the most well-known and most respected is that of the divine. Some call this miracles, some say its astral magic, everyone agrees the healing and enhancements are nice. Clerics and Paladins are the masters of this magic, but others practice it as well in certain subclasses such as the barbarian Zealot, bard Chanter, fencer Legate, rogue Holy Slayer and Saint of Sinners, sorcerer Divine Soul, warlock Celestial Patron, and wizard Astral Magic and Theurgist.

Subclass Features

Arcane Initiate

Beginning when you select this tradition at 2nd level, add all spells on the cleric spell list to your wizard spell list. These spells count as wizard spells to you, but a character can only copy these spells into their spellbook if they have also added the spell to their personal spell list by some means, such as by this subclass.

You can learn cleric spells from the spellbook of another wizard that has access to that spell, most likely another astral magician. You can also learn spells from someone who casts the spell for your benefit and spends 2 hours per spell level instructing you. Finally, you can learn cleric spells from scrolls, with the normal chance of failure described in the wizard class.

Spellbook At 2nd level you add 6 1st level cleric spells to your spellbook at no cost in addition to the normal 2 wizard spells you gain from advancing a level as a wizard. Each time you advance a level after level 2, you add 3 spells to your spellbook (instead of the usual 2), one of which must be a cleric spell, one must be a wizard spell, and the last can be either a cleric or wizard spell at your option.

Cantrips You now know all cleric cantrips and can change into these when you change cantrips on a long rest.

Empowered Healer

Starting at 6th level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains 1d8 additional hit points.

Arcane Healer

At 10th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Arcane High Priest

At 14th level, when you cast a spell that requires you to make an ability check as a part of casting that spell (as in Counterspell and Dispel Magic), you add your proficiency bonus to that ability check.

Designer's Notes

A complete rewrite of the Theurgist class, that basically only retains the ability to cast cleric spells. The theurgist from Unearthed Arcana IMO gains too much benefit from the divine domain they get. This is also simplified, removing the distinction between wizard and cleric spells when learning new spells. I assume the reason a wizard picks this is mainly to heal, so the powers generally help healing and restorative spells.