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 woundsTHE 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 normalSECT
‘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 ResurrectionCHANGELOG
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.