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Wizard: The Astral Mage - D&D 5e - Unleash the Powers of the Cosmos

Hello everyone!

I recently redid a playthrough of Bloodborne, and it gave me the idea for this wizard, someone who's so focused on what the reaches of space have to offer. Being able to summon a part of the cosmos, is, I think, an aesthetically fun option to have.

I know they have 3 subclass abilities at level 2, but to be fair one of them doesn't do much and was split in half for the purpose of clarity in the writing, so abilities wouldn't get mixed up.

I just finished creating the Secrets of Gravity Magic Compendium, where I created plenty of gravity and space oriented options to use in your games. It's releasing in a few hours on Patreon if you want to snag a copy.

In the meantime, take care!


Constellations play in the heavens, inviting eye and soul to ascend. Astral mages are first and foremost scholars, they gather knowledge about space, the stars and the moons of the cosmos in a ceaseless search for answers. This fascination is reflected in their brand of magic, beckoning yet deadly. The endless swathe of the universe shines through their powers, very few are the ones that can resist the might of the magus.

Astral Expanse

At 2nd level, as a bonus action, you can summon a fraction of the cosmos in a 30-foot radius centered on a point that you can see within 90 feet of you, for 1 minute. You always know the exact location of each creature within that area. This astral expanse can take the appearance of the dark void of space, of glittering lights that spread through the battlefield, or even of small planets that gravitate around you, though they do not affect a creature's ability to see.

You can use this ability twice and regain the ability to do so when you finish a long rest.

Spatial Transportation

Also at 2nd level, you can swap the position of 2 creatures of the same size within the range of your Astral Expanse (yourself included) as an action. If a creature isn't willing it must make a Charisma saving throw, being teleported on a failure. If a creature succeeds on the saving throw, the transportation fails.

Student of the Cosmos

Also at 2nd level, you gain proficiency in Arcana checks. You can add double your proficiency bonus to the check, instead of your normal proficiency bonus, if it concerns the cosmos or any astral body.

Astral Body

At 6th level, as a reaction to being targeted by an attack roll or being forced to make a saving throw, you can become ephemeral like the lights of the sky. You gain resistance to all damage until the start of your next turn. You can use this reaction once and can't do so again until you use your Astral Expanse ability or complete long rest.

Stellar Communion

At 10th level, you can read the pattern of the stars to divine the future. You learn the commune spell, and you always have it prepared, without needing to have it in your spellbook. You can also cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.

Greater Astral Expanse

At 14th level, the radius of your astral expanse becomes 60 feet, and you can use it three times per long rest, rather than two. In addition, you can choose to use your Spatial Transposition ability as a bonus action instead of an action.

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