Magi have one basic strict code...Do not interfere with the circuits of magic. For millennia this code was not broken until a clan of the sun and moon broke that code. They connected their powers with that of the sun, moon and stars; the astral plane is their playground.
A blue haired girl, clutching a golden sword, stood away from her adversaries. The glyph on her forearm began to glow and creep up to her face. A golden rune appeared below the group of orcs as she raised her hand in the air. Then, with a snap of her fingers, the orcs faded from existence as a swirling vortex of immense destruction; a black hole...sucked everything but the girl into it. In the end, the once orcish camp was now just a wasteland. Her face didn't falter at all. She slid the golden sword onto her back and walked away, carrying the burden and prowess of being the last of her kind alive.
Astral Magi are born with their blood cursed with exceedingly superior evocation and conjuration magic; being able to summon meteors, reverse gravity, or even form black holes. This is a warning; if you ever come across one of them as an enemy...may the gods bless you.
Class Features
Astral Magi gain the following abilities:
Hit Points
Hit Die: 1d6 per astral magi level
HIt Points at 1st Level: 6 + your constitution modifier
Hit Points at higher levels: 1d6 (or 4) + your constitution modifier
Proficiencies
Armor: Light Armor and Shields
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose any 3
Equipment
leather armor
any simple or martial weapon
(a) a burglar's pack, (b) a diplomat's pack, (c) a dungeoneer's pack, (d) an entertainer's pack, (e) an explorer's pack, (f) a priest's pack or (g) a scholar's pack.
Astral Spellcasting
An astral magi's spellcasting is quite different from arcane and divine spellcasters. They draw their powers from the astral plane and the astral marking on their body.
Preparing and Casting Astral Spells
The Astral Magi table shows how many Spell Slots you have to cast your various Astral Spells. To cast one of these spells, you must expend one of the spell slots depending on the equivalence of spells. You regain all expended Astral Spell Slots when you finish a Long Rest.
Spellcasting Ability
Charisma is your astral spellcasting ability for your astral spells since your astral magic relies on your ability to interpret and project your will from the astral plane into the material plane. You use your Charisma whenever an astral spell refers to your astral spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for an astral spell you cast and when Making an Attack roll with one.
Astral Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
Astral Spell Attack Modifier = your proficiency bonus + your Charisma modifier
Astral Focus
Your Astral Focus is a rune tattooed onto your body. Where it is and what it looks like is up to you. More detailings on the Astral Focus is detailed below.
Runic Symbol
With your understanding of astral magic, you are able to augment your Astral Rune to add different effects to your astral spells. You have an amount of runic symbols equal to your level and may spend a certain number to augment as a bonus action. You regain these runic symbols at a short rest.
At 1st level, you gain 3 runes of your choice, which are detailed below. You can only use 1 rune per turn.
You learn additional runes at 3rd, 7th, 10th, 12th, and 15th level. Each time you learn a rune, you can replace one rune you know with a different one.
Runes that have "as -Color-" in their descriptions must have had either that rune in their known runes upon taking the rune, or replaced it with the rune in question.
White: Cost 1. Use this rune to switch the effect of damage type Astral Spells to healing.
Gray: Cost 1. Use this rune to cast without Somatic components to your Astral Spells.
Purple: Cost 1. You deal one hit dice rank up than normal for effect or damage die.
Green (Available at 3rd Level): Cost 2. Use this rune to cast a spell as a bonus action if its an action and a reaction if its a bonus action.
Yellow (Available at 3rd Level): Cost 2. Use this rune to protect yourself from any effects of your Astral Spells.
Yellow and Light Blue (Available at 7th level) : Cost 3. Use this rune to protect yourself and your allies from any effects of your Astral Spells.
Light Purple: Cost 1. You deal holy/unholy affinity depending on your alignment (holy if good; unholy if evil; neutral can choose one at random). This damage deals double a number of the dices' results to creatures of evil alignment (or good if unholy). Neutral aligned creatures are dealt damage as normal.
Pink (Available at 3rd Level): Cost 2. As Light Purple, but you deal triple the amount of dice to creatures affected by this as they were.
Pink and Gold (Available at 10th Level): Cost 3. As Light Purple, but you deal quadruple a number of the dices' results to creatures affected by this as they were.
Black (Available at 3rd level): Cost 3. The Target(s) rolls a Wisdom Saving Throw or is paralyzed.
Black and Gray (Available at 5th level): Cost 2. The Target(s) spells casted other than Astral Spells are dismissed.
Red: Cost 1. When using damage dice while using this rune, choose a damage type from fire, acid, lightning, or poison. You deal an extra d10 of damage with this damage type.
Red and Orange (Available at 5th level): Cost 2. As Red, but you deal 2d10 damage with the damage type.
Red and Silver (Available at 7th level): Cost 3. As Red, but you deal 2d10 damage with the damage type and may choose another damage type and deal 1d10 with it.
Blue (Available at 5th level): Cost 1. The creatures affected by this rune rolls a Constitution Saving Throw or gains 1 level of exhaustion.
Blue and Dark Blue (Available at 7th level): Cost 2. As Blue, but 2 levels of exhaustion.
Blue and Dark Indigo (Available at 10th level): Cost 3. As Blue, but 3 levels of exhaustion.
Gold with Pearl Imprints (Available at 10th Level): Cost CL/2. Ignore your Spell and instead refer to "Gilgamesh."
Astral Fragment
Your astral focus as described above is a rune tattooed onto your body. This tattoo grants you the ability to not only cast astral spells but the ability to gain immense power at the cost of bearing fatal pain to your body.
At 1st level, choose a specific astral fragment in the form of Sun or Moon. You gain additional features at 6th, 9th, 13th, and 20th level.
As a bonus action, you may spend 1 runic symbol to activate the rune to grant massive power. Take 1d6 radiant damage every turn when you have it activated. You deal the maximum number on dice rolled for damage and effect dice.
-If your fragment is Sun, you may add an additional die to whatever you roll for damage and effect.
-If your fragment is Moon, you may heal an individual you can touch with half of the amount you deal with damage dice or cause for effect dice.
When you end your turn, anyone in the radius of 30 feet of you must make a Dexterity Saving Throw or take 1d10 radiant damage. This effect is halved if succeeded. Your astral fragment also gives you a second effect:
-If your fragment is Sun, everyone in the radius of 30 feet must also make a Constitution Saving Throw or be blinded for 1d6 rounds.
-If your fragment is Moon, everyone in the radius of 30 feet must also make a Wisdom Saving Throw or be charmed for 1d6 rounds.
Upbringing
At 2nd level, an Astral Magi will use their social upbringing to bring or drive away potential allies or enemies. You may deliver speeches of hope and life; you may tell false fortunes to unsuspecting travelers, or you may perhaps threaten people on the streets to just get what you want. You gain proficiency in either Persuasion, Deception, or Intimidation. If you already have proficiency in the skill you chose, gain Expertise in that skill instead.
Runic Combination
At 6th level, an Astral Magi can 2 combine runic symbols together in the same spell to augment it. You have to spend another astral spell slot with the spell to combine them.
At 14th level, you can combine 3 runic symbols at the same time, using 3 astral spell slots instead.
Gilgamesh
At 10th level, you gain access to a gold rune with pearl imprints mentioned as above for free. This rune can be summoned at any time to place a weapon or object inside a pocket dimension. Placing something inside this dimension costs nothing. Taking something out costs .5 of a Runic Symbol.
Depending on the Astral Spell Slot you use with this ability and what Astral Rune you chose supports what this rune does:
-If your fragment is Sun, a gilded sword in the shape of an ornate key is drawn from the rune. This sword draws from the weapons you placed in your pocket dimension as an action.
Choose a number of magical weapons you placed in the pocket dimension equal to the number of runic symbols you used to activate this rune to disintegrate from existence. Add the damage dice and special properties of the weapons together; that becomes the weapon's properties. This weapon persists until you use it in an attack action; you may place and take this weapon out of the pocket dimension for free.
-If your fragment is Moon, you summon an amount of weapons from the rune; primed to fire directly at enemies. These weapons take on the form of ornate silver daggers, each doing 1d4+Your Spellcasting Ability Modifier.
Choose a number of magical weapons you placed in the pocket dimension equal to the number of runic symbols you used to activate this times 2. You may fire these daggers directly at enemies when you summon this.
Everyone targeted must make a Dexterity Saving Throw against your Astral Spellcasting DC. If they fail, they are hit with however many daggers were targeted at them; if they succeed they only take half the amount of damage they would have taken. These daggers remain in this form even after you attack with them. Once used, they become that of a normal silvered dagger with no magical properties.
Fragments
Fragment of the Sun
Being born with the fragment of the sun, you as an Astral Magi excel in the solar effects of the sun's harmful rays. Whether you use this fragment for good or for evil is up to you.
Solar Fragmentation
At 1st level, as a bonus action, you may spend 1 runic symbol to rush your magic into your Astral Rune and merely dip into the power of the sun. Take 1d4 fire damage at the end of your turns when you have this active. You may dismiss this as a bonus action.
While you have this effect active, you may take the average of your damage rolls instead of rolling for it plus your Charisma Modifier. Any healing effects applied by you heal the lowest result of HP that is mentioned in the roll as possible.
Solar Eclipse
At 6th level, you are able to blind forces with the light of an eclipse. When you have the effect of "Solar Fragmentation" active, as an action you may spend a runic symbol to make everyone in the radius of 30 feet make a Constitution Saving Throw or be blinded for 1d4 hours. This feature cannot be stacked upon itself.
Sunstrike
At 9th level, you are able to harness the excess power of the sun into your weaponry. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8(2d8 while in sunlight) radiant damage to the target.
You may also now use "Solar Fragmentation" twice per long rest.
Nova Flare
At 13th level, when you have the effect of "Solar Fragmentation" active, as a bonus action you may spend 2 runic symbols to make anyone in the radius of 30 feet of you make a Dexterity Saving Throw. If they failed, they take 2d10 radiant damage, or half as much on a success.
In addition, your "Sunstrike" feature increases by 1d8(2d8 while in sunlight).
Amaterasu
At 20th level, When you hit a creature you can infuse your strike with the power of the sun making the hit a critical. You can use this feature a number of times equal to your Wisdom modifier(minimum of once) per long rest.
In addition, your "Sunstrike" feature increases by another 1d8(2d8 while in sunlight). You also no longer suffer damage when using "Solar Fragmentation."
Fragment of the Moon
Being born with the fragment of the moon, you as an Astral Magi excel in the lunar effects of the moon's lovely rays. Whether you use this fragment for peace or war is up to you.
Lunar Fragmentation
At 1st level, as a bonus action, you may spend 1 runic symbol to rush your magic into your Astral Rune and merely dip into the power of the moon. Heal 1d4 damage at the end of your turns when you have this active. You may dismiss this as a bonus action.
While you have this effect active, you may take the average of your healing rolls instead of rolling for it plus your Charisma Modifier. Any damaging effects applied by you to others take the lowest result of HP that is mentioned in the roll as possible.
Lunar Eclipse
At 6th level, you are able to calm allies with the light of the lunar moon. When you have the effect of "Lunar Fragmentation" active, as an action you may spend a runic symbol to make everyone in the radius of 30 feet remove any negative conditions that cause them physical pain.
Lunar Touch
At 9th level, Insert Text
Galaxy Contract
At 13th level, Insert Text
Tsukiyomi
At 20th level, Insert Text