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ASTROLOGIAN MASTERS OF ASTROMANCY AND ALTERING FATE, ASTROLOGIANS DIVINE THE TRUTH THAT LIES WITHIN THE HEAVENS. THESE SCHOLARS NOT. ONLY LOOK TO THE STARS BUT TRACK THEIR MOVEMENTS AS WELL. BY ATTUNING THEIR AETHERIAL ENERGIES TO THAT OF CONSTELLATIONS, THEY WEAVE MAGIC IN A. UNIQUE MANNER. WIELDING A STAR GLOBE AND A DIVINING DECK, FORTUNE ALWAYS SEEMS TO FOLLOW THESE MAGES OF THE STARS. CREATING AN ASTROLOGIAN ‘As you create an astrologian, ask yourself how your character views destiny and fate. Do they believe them to be redundant, or do they have separate meanings? Are our lives all predetermined. or can you fight against these celestial forces? ‘Once you've chosen your views on the matter, consider how your astrologian acts on these belies. How have these beliefs served you so far? Are they what brought you to learning astromancy, o was that just the life forced upon you? What are your ultimate goals? Did you start adventuring to spread your esoteric knowledge, or did you simply tie of being, cooped up in the observatorium? Quick Bui You can make an astrologin quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Dexterity or Constitution. Second, choose the sage background. Third, choose the guidance, igh, sacred ‘Mame, and true strike cantips, along with the Istlevel spells bless and cure wounds. Cass FEATURES AAs an astrologian, you have the following class features. Hrr Ponts Hit Dice: 106 per astrologian level Hit Points at Ist Level: 6 * your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4)+ your Constitution ‘modifier per astrologian level after Ist ‘PROFIGIENCIES Armor: None ‘Weapons: Simple weapons Tools: Deck of Sixty ‘Saving Throws: Intelligence, Wisclom ‘Skills: Choose two skis from Arcana, Insight, Medicine, "Nature, Perception, or Religion Equirment ‘You start with the following equipment, in addition to the equipment granted by your background: + (@)aquarterstaff or (b)a dagger + (aa light crossbow and 20 bolts or (6) any simple weapon + (@)an explorers pack or (b)a schola's pack +A Deck of Sixty and a star globe focus, SPELLCASTING By attuning your aether to the movement of the celestial bodies, you can cast spells to take control of fate. See chapter 10 for the general rules of spellcasting and the end of the class entry for the astrologian spell lst. Canrrrrs At Ist level, you know four cantrips of your choice from the astrologian spell list. You learn additional astrologian ‘cantrips of your choice at higher levels, as shown in the CCantrips Known column of the Astrologian table. Sprit SLoTs ‘The Astrologian table shows how many spel slots you have to cast your astrologian spells of Lst level and higher To cast ‘one of these astrologian spells, you must expend a slot of the spelt’ level or higher. You regain all expended spel! slots ‘when you finish a long rest. For example, if you know the Istlevel spell cure wounds THE ASTROLOGIAN Proficiency Level Bonus Ist 42. Spelleasting, Major Arcana tnd 42 Sect bdo ath 42. Sth 43 13 Sect Feature Features Ability Score Improvement Divine Inspiration BOF 13 Ability Score Improvement, Major Arcana Improvement 4H +4 Redraw woo +4 Ability Score Improvement wo 45° Sect Feature +5. Major Arcana Improvement +5. Ability Score Improvement Sleeve Draw Ability Score Improvement Sect Feature and have a Istlevel and a 2nclevel spell slot available, you can cast cure wounds using either slot. Sperts KNOWN OF 1ST-LEVEL AND HIGHER You know two Istlevel spells of your choice from the astrologian spell ist. ‘The Spells Known column of the Astrologian table shows when you learn more astrologian spells of your choice. Each of these spells must be ofa level for which you have spell slots. For instance, when you reach 3rd level in this class, you ‘can learn one new spell of Ist or 2nd level ‘Additionally, when you gain a level in this class, you can ‘choose one of the astrologian spells you know and replace it ‘with another spel from the astrologian spel list, which also ‘must be of a level for which you have spell slots. ‘SPELLOASTING ABILITY ‘Wisdom is your spelleasting ability for your astrologian spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an astrologian spell you cast and when making an attack rll with one. Spell save DC + your proficiency bonus + your Wisdom modifier ‘Spell attack modifier = your proficiency bonus + your Wisdom modifier RITUAL CasTING You can cast an astrologian spell as the ritual tag and you know the spel. ritual ifthat spell has SPELLCASTING Focus You can use a star globe as a spellcasting focus for your astrologian spells. MajOR ARCANA Ar Ist level you ean read your or anally’ fortune, granting one of various benefits. As a bonis action, you summon a magical Deck of Sixty and draw a major arcana card from it Rolla d6 to determine which card you draw using the Major Arcana Overview table, Once drawn, you may place the effect, of the eard on yourself or an ally within 30 feet asa reaction, ‘The effect lasts for 1 round. You may only hold on to one card ata time, An unused card will disappear after a long rest. Major ARCANA OVERVIEW Number on D6 Major Arcana 1 The Arrow 2 The Balance 3 The Bole 4 The Ewer 5 The Spear 6 The Spire Your major arcana feature improves at Sth and 15th level ‘You can use this feature a number of times equal to your Wisdom modifier (a minimum of once) and you regain any expended uses when you finish a long rest. The following describes the major arcana and thei effects Tur Arrow The Arrow belongs to the knives suit, which is associated ‘with cognition. Through this knowledge, one can navigate through the battlefield more effectively Ast Level. The target gains a 10‘oot bonus to movement speed and is not affected by difficult terrain. ‘8th Level. The target gains the above bonus, and their movement does not provoke opportunity attacks, 15th Level The target gains both of the above bonuses. ‘ditionally, the target can immediately move up to their ‘movement speed as a reaction. ‘THE BALANCE ‘The Balance belongs to the staves suit, which is associated “with volition, Through its will one is empowered. Ist Level The target's next successful attack this round deals additional damage equal to their proficiency bonus. ‘8th Level. ll attacks the target makes this round deal additional damage equal to their proficiency bonus. 15th Level In addition to the ahove bonus, the target may reroll any number of damage dice this round. They must tuse the second result, ‘Tue BoLe ‘The Bole belongs to the rings suit, which is associated with possession. One can borrow from its many resources to bolster their defenses. Ist Level The target gains a +2 bonus to AC and saving throws against one attack made against them. ‘Sth Level Attacks made against the target are done so with disadvantage, and the target gains advantage on all, saving throws. 15th Level. In addition to the above bonus, the target gains resistance to one damage type oftheir choice as a reaction. Effect Speed bonuses Damage bonuses Defense bonuses Spelicasting bonuses Attack bonuses: Additional actions ‘Tae Ewer ‘The Ewer belongs to the cups suit, which is associated with ‘emotion. Drawing from this pool of energy increases one's ‘magical stamina. Ast Level The target adds a +2 bonus to their next spell attack, or their spell save DC increases by 2 (their choice) Sth Level The target makes their next spell attack with ‘advantage, or saving throws against the target’ spells are made with disadvantage (their choice) Ifthe spel attack would already be made with advantage, they instead add a #2 bonus to the attack. 15th Level In addition to the above bonus, the target may ‘cast a 3rdevel spell or lower without expending a spell slot as a reaction. The spell must have a casting time of no ‘more than 1 action. The target may cast other spells as normal on their tur, ‘THE SPEAR ‘The Spear belongs to the irons suit, which is associated with contrition. One can utilize this power to bring remorse to their enemies. st Level. The target gains a +2 bonus to their next weapon attack roll 8th Level. The target makes their next weapon attack with advantage. If they already have advantage on this attack, they instead add a +2 bonus tothe attack. 15th Level The target gains the above bonus, but it applies to all weapon attacks made this round. ‘THE Spree, ‘The Spire belongs to the crowns suit, which is associated ‘with dominion. With its power one can enforce their will more quickly upon the world. Lot Level The target gains an additional bonus action that hhas no restrictions. 8th Level The target gains an additional action that can be used only to take the Attack (one weapon attack only) Dash, Disengage, Hide, or Use an Object action, or they may take an additional bonus action. 15th Level The target gains an additional action that may be used as normal SECT ‘At 2nd level you choose the sect of astromancy that best represents your beliefs. Choose Aetherial Sect, Diurnal Sect, or Nocturnal Sect, all detailed at the end of the class description. The sect you choose grants you features at 2nd. level and again at 6th, 14th, and 20th level Asmiity SCORE IMPROVEMENT ‘When you reach 4th level and again at Sth, 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 increase an ability scare above 20 using this feature. DIVINE INSPIRATION Beginning when you reach Sth level you regaia all of your expended uses of Major Arcana when you finish a short or long rest. REDRAW At 10th level you better understand the intricacies of divination. Whenever you draw a card using your Major Arcana class feature, you may immediately "shuffle the deck and draw again, You have two uses of this ability, and you regain all expended uses of it when you finish a long rest. Serve Draw [At 18th fovel you can quickly divine the future for a small group as per your Major Arcana class feature. As an action, raw a number of cards equal to your Wisdom modifier (minimum 1, maximum 5) one ata time. With each card rawn, choose yourself or one ally within range to apply the effect to. You may also use your Redraw feature ifyou choose. ‘Accreature can have mutliple effects on them at once, but no more than one of each cara You can use this feature once before needing to finish a long rest to use it again. SEcTs Every astrologian has their own view on what's most important in the universe. Whatever sect you choose to follow most aligns with your beliefs. Ifa sect feature calls for a ‘saving throw, use your spel save DC. AETHERIAL SECT Unlike their brothers who gaze upon the stars and their sisters who track their movements, those in the aetherial sect believe that feelin the heavens is most important to ‘understanding them. And what they feel most strongly isthe ‘ying forces of nature leaving destruction in its wake, ‘MArEFIC ‘When you choose this sect at 2nd level, choose one of the following spells: chaos bolt, chromatic orb, or inflict wounds. ‘You add this spell to your spell list without it counting against ‘your spells known. AETHERIAL ASPECT {At 2nd level, your spells pulse with raw energy. Whenever you ceasta spel of Ist level or higher that deals hit point damage, ‘you deal additional damage of the same type equal to 2+ the spells level Compusr At 6th level you discover the secret to minutely breaking down matter. As an action, choose a target within 60 fect. ‘The target must make a Constitution saving throw or take damage equal to your proficiency bonus every round for 1 ‘minute. Any magical healing the target receives during this duration negates this ability. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest. ‘Desrrucrive SyNASTRY [At Lath level you can create a cruel bond between yourself and another creature. As a bonus action, choose a target within 60 feet of you. The target must make a successful Wisdom save or be bonded with you. For the next minute, whenever you deal hit point damage to the target or they deal hit point damage to you, the target takes an amount of. damage equal to half of the damage taken. You may use this ability once and regain the ability to do so after a short or long rest. STELLAR DETONATION At 20th level you come to understand the universe's balance of death and life. As an action, choose a point within 60 fect. AA 15-foot radius sphere that flickers like a faint star erupts in that location, restoring 12d6 hit points to you and any ally within it and desling the same amount of radiant damage to ‘your opponents within. A successful Constitution saving throw halves this damage. You may use this feature once and regain the ability to do so after along rest. Drurnat SECT ‘Those who focus on the movement and activity of the sun belong to the diurnal sect, They believe the sun represents the active and what is known. The healing powers that le within the fiery sphere are drawn upon by this group of scholars, BENEFIC ‘When you choose this sect at 2nd level choose one of the following spells: cure wounds. healing word, or false life. You add this spell to your spell list without it counting against your spells known. DrurNat AsPEcT ‘At 2nd level, your healing spells become more potent. Whenever you cast a spell of Ist level or higher that restores hit points, the target gains a regeneration effect. At the beginning of your subsequent turns, the target regains 1 hit point for a number of rounds equal tothe spell’ level ‘Multiple regeneration effects from this feature do not stack, nor does this feature stack with other Diurnal Sect features. HEUIOS {At 6th lovel.you can cal forth the healing properties of the sun to aid you and your allies. As an action, you and all allies ‘within 30 feet gain a regeneration effect for 1 minute. On this turn, and at the beginning of your subsequent turns, all affected targets regain 1 point. You may use this ability once and regain the ability to do so after a long rest. HEALING SyNAsTRY ‘At L4th level you ean create a healing bond between yourself and ao ally. As a bonus action, choose an ally within 60 feet. For the next minute, whenever you restore hit points to yourself or another creature (Including the bonded ally) using ‘an astrologian spell the bonded ally restores an amount of hit points equal to half ofthe hit points restored. The bonded ally ‘must be no more than 60 feet away from you to gain this healing. You may use this ability once and regain the ability to do so after a short of long rest. Corzzorive UNCONScrous ‘At 20th level, you discover the interconnectedness that you have to your allies. As an action, you begin healing yourself and all allies within 20 feet. For up to 1 minute, every target regains 5 hit points on this turn and the beginning of all of {your subsequent turns, This ability requires concentration, 38 per spellcasting. You may use this ability once and regain the ability to do go after a long rest. Nocrurnat Secr Many aman have spent their nights gazing at the moon and stars, but few know of the power that the evening sky holds. ‘The nocturnal sect believes the nighttime bodies represent the passive and the unknown, Through the night's mysterious power do they weave their cautious magicks. BENEFIC ‘When you choose this sect at 2nd level, choose one of the following spells: cure wounds. healing word, or false life. You add this spell to your spell list without it counting against your spells known. NocTuRNAL ASPECT At Dnd level your healing spells are woven with extra protection. Whenever you east a spell of Ist level or higher that restores hit points, your target gains temporary hit points, equal to half your astrologian level. Lunar ProTEction Av 6th level you can grant temporary bit points to your allies. ‘Asan action, choose a number of creatures (which can include yourself) within 30 feet of you up to your Wisdom ‘modifier Each creature gains temporary hit points equal to your Wisdom modifier. You may use this ability once and regain the ability todo so after a short or long rest EssENTIAL DIGNITY ‘At 14th level, you Tearn a healing method of varying potency Asan action, expend any number of astrologian hit dice up to your current total You then choose yourself or anally within 30 feet of you to regain 1d4 hit points per hit die spent. Additionaly ifthe target is at half their hit point maximum or below they gain half the amount rolled in temporary hit points. AsTRAL VIGOR {At 20th level, you can prepare for the unknown with the help of the stars. You can meditate for 10 minutes and grant temporary hit points to yourself and every ally within 30 feet ‘equal to your astrologian level. You may use this ability once and regain the ability to do so ater long rest. — ‘Temporary HiT POINTS Remember, temporary hit points cannot be added together. The temporary hit points gained from astrologian class features do not have a listed duration, so they remain until depleted or until you finish along rest Full rules for temporary hit points can be found in chapter 9 of the Player's Handbook New ITEMS ADVENTURING GEAR ‘Astrologian Focus Cost == Weight ‘Star Globe (Brass) 50 gp 5 Ibs, Star Globe (Iron) 40gp ibs. Toots Gaming Set Cost Weight Deck of Sixty Vep = Deck of Sixty. This game of 60 cards (10 per suit) has long been popular with children, but it has also been used by fortune tellers in more recent times. Star Globe. Similar in design to navigator's tools with a crystal focus, this object floats and its rings twirl when one imbues just abit of their aether into it. Itis used by scholars to study the movement of the celestial bodies. ASTROLOGIAN SPELL List Canrrips (OLevet) —-2ND LeveL 4H Level Blade Ward id Arcane Eye Chill Touch ‘Augury Aura of Life Druideraft Detect Thoughts Banishment Guidance Enhance Ability Control Water Gust Find Traps Death Ward Light Gentle Repose Divination Mage Hand Gust of Wind Grasping Vine Mending Lesser Restoration Ice Storm Mold Earth Locate Object Locate Creature Sacred Flame Mind spike Shape Water Moonbeam STH LeveL Spare the Dying Prayer of Healing Commune True Strike See Invisibility Dawn Greater Restoration Ist Lever 3ro LeveL Legend Lore Bane ‘Aura of Vitality Maelstrom Bless Call Lightning Mass Cure Wounds Chaos Bolt Clairvoyance Raise Dead Chromatic Orb Counterspel Serying Command Daylight Skill Empowerment Comprehend Languages Dispel Magic Telepathic Bond Create or Destroy Water Haste Wrath of Nature Cure Wounds Life Transference Detect Evil and Good Mass Healing Word 6rH Lever Detect Magic Melf's Minute Meteors Circle of Death Detect Poison and Disease Nondetection Contingency Earth Tremor Remove Curse Find the Path False Life Revivify Harm Fog Cloud Slow Heal Healing Word Tongues Primordial Ward Identify Vampirie Touch Sunbeam laflict Wounds True Seeing Mage Armor ‘Wall of Thorns \ 7} 77H Leven Crown of Stars Divine Word Finger of Death Power Word Pain Regenerate Resurrection Reverse Gravity Whirlwind 87H LeveL Antimagic Field Control Weather Earthquake Holy Aura Mind Blank Power Word Stun Sunburst Telepathy Tsunami 9TH Lever Astral Projection Foresight Invulnerability Mass Heal Meteor Swarm, Power Word Heal Power Word Kill Psychic Scream Time Stop True Resurrection CHANGELOG 16 MARCH 2020 1 Added the Divine Inspiration class feature. 15 Multiple revisions to the Major Arcana feature. 18 Changes and clarification to the Sleeve Draw feature. ‘Small page layout changes. 15 SEPTEMBER 2020 12 Made changes to the Diurnal Sect's Helios feature. Removed the homebrew rule of buffer hit points, 12 Changed the amount of temporary hit paints gained from the Nocturnal Sects Nocturnal Aspect and Lunar Protection features. 18 Changed the Redraw feature to only recover on a long rest 12 Some changes made to the Aetherial Sect’s Destructive ‘Synastry and the Diurnal Sect’s Healing Synastry features.

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