Astrologian (5e Class)
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- 1 Astronomer
- 1.1 An Eye for Wonder
- 1.2 Creating an Astronomer
- 1.3 Class Features
- 1.3.1 Table: The Astronomer
- 1.3.2 Cosmic Favor
- 1.3.3 Cosmological Denomination
- 1.3.4 Speed of Light
- 1.3.5 Ability Score Improvement
- 1.3.6 Syzygy
- 1.3.7 Boundless Expanse
- 2 Cosmological Denominations
- 2.1 Lunar Denomination
- 2.2 Solar Denomination
- 2.3 Stellar Denomination
- 2.4 Planetary Denomination
- 2.5 Astrologian Spell List
- 2.6 Multiclassing
An Eye for Wonder
Creating an Astronomer
- Quick Build
As a Astronomer you gain the following class features.
- Hit Points
Armor: light armor, medium armor, shields
Weapons: clubs, daggers, darts, crossbows, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Navigator's Tools
Saving Throws: Wisdom, Constitution
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A light crossbow and 20 bolts or (b) any simple weapon
- (a) A component pouch or (b) an arcane focus
- (a) A scholar's pack or (b) an explorer’s pack or (c) navigator's tools
- (a) Leather armor or (b) any simple weapon
- If you are using starting wealth, you have 5d4 x10 gp. in funds.
|Features||Cantrips Known||Spells Known||Spell Slots||Slot Level|
|1st||+2||Cosmic Favor, Cosmological Denomination||2||2||2||1st|
|2nd||+2||Speed of Light||2||3||2||1st|
|4th||+2||Ability Score Improvement||3||5||2||2nd|
|8th||+3||Ability Score Improvement||3||9||3||4th|
|12th||+4||Ability Score Improvement||4||11||4||5th|
|16th||+5||Ability Score Improvement||4||13||5||6th|
|19th||+6||Ability Score Improvement||4||15||6||6th|
Whether it be by birthright or the culminate result of arcane research, the universe itself has seen to bestow upon you facility with spells. See chapter 10 for the general rules of spellcasting.
You know two cantrips of your choice from the Astronomer spell list. You learn additional Astronomer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astronomer table.
The Astronomer table shows how many spell slots you have to cast your Astronomer spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Astronomer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the Astronomer spell list.
The Spells Known column of the Astronomer table shows when you learn more Astronomer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what is shown in the table's Slot Level column. When you reach 6th level, for example, you learn a new Astronomer spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Astronomer spells you know and replace it with another spell from the Astronomer spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your Astronomer spells, so 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 a Astronomer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Astronomer spells.
At 1st level, you choose a Cosmologial Denomination from the following.
Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level.
Speed of Light
At 2nd level, you learn to briefly hasten your actions to near-instance. When you start your turn, you can choose to enter a state of lightspeed. This does not require an action. For the rest of your turn, actions and bonus actions can be used interchangeably. For example, during your turn, you can use your action to make a weapon attack, and your bonus action to cast a spell with a cast time of 1 action. Standard rules apply to what actions can be made. For example, if you use one action to cast a spell of first level of higher, you can only cast a cantrip during the same turn.
You can use Speed of Light a number of times between long rests equal to half your proficiency bonus.
Ability Score Improvement
When you reach 4th level, and again at 8th, 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't increase an ability score above 20 using this feature.
Your understanding of the fundamentals of the cosmos allow you to tap into parts of it previously left unattainable to you. At 11th level, you peer upon the machinations of a second denomination, granting you the 1st level benefits of that archetype. You gain the 6th level benefits of that archetype at 18th level.
At 20th level, your connection to the universe extends beyond just the limitations of your form. Whenever you expend a spell slot, roll a d20. On an 11 or higher, you regain that spell slot once the spell or effect is successfully resolved.
Once per day, you can use your bonus action to enter a trance-like state for 1 minute. At this time, you no longer roll a d20, and instead automatically regain a spell slot after the spell or effect is successfully resolved. Once this trance ends, you no longer gain the benefits of Boundless Expanse until you finish a long rest.
- Lunar Phases
Starting at first level after taking this archetype, you utilise the different phases of the moon to different effects, changing with it in turn. Upon taking this archetype, and at the end of each long rest, you enter the Waxing Moon lunar phase. Your phase grants you certain benefits, and changes over time.
|Waxing Moon||Whenever you land a successful melee weapon attack, the range of your weapon increases by 5 feet (10 feet for weapons with Reach), out to a maximum of 15 feet (30 feet with Reach). This bonus is lost if you swap to a weapon with a different range.
As a bonus action, you can swap to your Full Moon phase, also retaining the current range granted by Waxing Moon until the end of your turn.
|Full Moon||You have a bonus to all melee weapon attack rolls equal to half your proficiency bonus. Additionally, landing an attack on a creature marks them with Moonlight for up to 1 minute. A creature marked with Moonlight is not hidden from view when they turn invisible.
As a bonus action, you can swap to your Waning Moon phase. Landing melee weapon attacks continue to mark creatures with Moonlight until the end of your turn.
|Waning Moon||When you make a melee weapon attack on your turn against a creature marked by moonlight, double the range of the attack. In doing so, you blink to your target, ending in an unoccupied space within reach of your target, and consuming the mark.
As a bonus action, you can swap to your New Moon phase, also retaining the benefits granted by Waning Moon until the end of your turn.
|New Moon||When you first enter your New Moon phase, you become invisible, except to creatures with darkvision or truesight while you are in vision range. Attack rolls you make against creatures that cannot see you have advantage.
As a bonus action, you can swap to your Waxing Moon phase, remaining invisible in this way until the end of your turn.
Starting at 1st level, you are granted the benefits of a short or long rest in half the time. Additionally, when you finish a long rest, you gain temporary hit points equal to your Astronomer level.
- Moonlit Spellblade
At 6th level, whenever you use your action or bonus action to cast a spell, you can make one melee weapon attack against a creature in range as part of the same action.
- Silent Night
Starting at 6th level, you no longer make noise while walking, nor do you leave a trail, making you impossible to track by either means.
- Lunar Phantom
Starting at 10th level, you can attack twice, instead of once, whenever you take the Attack action. The number of attacks increases to three when you reach 18th level.
- Total Eclipse
Starting at 10th level, your adaptations of the phases are reflected more strongly through rare moments during your changing phases. When you enter your Full Moon or New Moon phases, roll a d20. On an 11 or higher, you are granted the benefits of a Lunar Eclipse during your full moon phase, or Solar Eclipse during your new moon phase.
|Lunar Eclipse||While in your Full Moon phase, the bonus granted to your attack rolls is instead your proficiency bonus. Additionally, whenever you mark a target with Moonlight, that attack is considered a critical hit, and you regain hit points equal to half of the damage dealt.|
|Solar Eclipse||While in your New Moon phase, your first attack against a creature that can’t see you each turn is considered a hit, regardless of whether you meet the targets AC. Additionally, whenever you attack a target for the first time during a turn, you can move up to 15 feet without using any of your movement.|
Once your turn ends, you automatically transition into your next Lunar Phase.
- Emanation of the Moon
At 14th level when you make or land a melee weapon attack, you can choose to add a bonus to the attack. The effect does not require an action and is determined by your current Lunar Phase.
|Waxing Moon||Your melee weapon attack automatically increases your weapons attack range to its maximum distance.|
|Full Moon||If your attack marks the target with Moonlight, you also regain one expended spell slot.|
|Waning Moon||Your melee weapon attack, and all subsequent melee weapon attacks made as part of this same action do not consume Moonlight.|
|New Moon||Your attack freezes your current target. On a hit, your weapon attack deals Cold damage, rather than its usual damage type. Additionally, the target must make a Constitution saving throw against your spell save DC. On a failed save, your target makes all attack rolls and Dexteriy saving throws with disadvantage, nor can they use their reaction until the end of their next turn.|
Once you have used Emanation of the Moon, you cannot use it again until for 1d4 turns.
- Pale Blade
Starting at 14th level, melee weapon attacks you make after casting a spell as per Moonlit Spellblade ignore spells, effects or reactions that would attempt to stop, inhibit or affect your attack roll. For example, if a creature with Defensive Duelist uses its reaction against your attack, your attack ignores the increase to their AC.
- Lunar Phantom
Starting at 18th level, you can attack three times, instead of twice, whenever you make a melee weapon attack as part of an action or bonus action.
- Rising Sun
Starting at 1st level after taking this archetype, you begin to harness the harsh might of the sun. Whenever you expend a spell slot or cast the cantrip Fire Bolt, you gain one Solar Charge, up to a maximum amount equal to half your proficiency bonus for 1 minute, or until you gain another Solar Charge.
Solar Charges are wells of fiery power that broil within you, increasing the damage dealt by your spells, but hampering on you physically as the heat intensifies. Whenever you deal damage as part of a spell while you have at least one Solar Charge, you deal additional fire damage equal to your Wisdom modifier for each Solar Charge. However, your movement is reduced by 10 feet for every Solar Charge you currently have, to a minimum speed of 0 feet.
- Setting Sun
At 1st level, you are able to harness the caring warmth of the sun. While you have any number of Solar Charges, you can use your bonus action to consume all Solar Charges to regain hit points equal to your spellcasting ability modifier per charge. If you use this feature while at your maximum number of Solar Charges, you also regain a spell slot.
- Bathing Glow
At 6th level, you can use your action to gain a Solar Charge. Once you have used this feature, you cannot do so again for 2d4 turns.
At 6th level, you begin to naturally harness your inner wellspring of solar energy. While you have at least one Solar Charge, you glow, emitting bright light for 15 feet and dim light for a further 15 feet, for each Solar Charge you currently have.
While glowing in this way, creatures with Sunlight Sensitivity suffer its effects while they can see you.
- Heat Spot
At 10th level, the solar energy you harness bubbles with greater force. Whenever you generate a Solar Charge, you can use your reaction to gain one additional Solar Charge up to your maximum amount.
Starting at 10th level, whenever you generate a Solar Charge, you can use your reaction to emit a fiery burst of energy from your current location. One creature within 30 feet of you that you can see takes fire damage equal to your proficiency bonus for each Solar Charge you now have. Additionally, creatures hit become Sunburnt until the start of your next turn. At this time, fire damage they take ignores immunities and resistances. If they do not have any, they instead take twice as much damage.
- Solar Flare
At 10th level, you learn to harness the might of the sun through more direct means. Add Fireball to your list of known spells, though it doesn't take up one of your known spell slots. However, the spell can only be cast at 3rd spell slot level. This increases by 1 spell slot level for each Solar Charge you currently have.
- Searing Glow
At 14th level, whenever you use your Bathing Glow feature, you instead gain all missing Solar Charges, up to your maximum amount.
- Blistering Heat
At 14th level, you naturally exude the intense heat from the sun. Creatures that end their turn within 5 feet of you while you have at least one Solar Charge suffer the effects of Corona.
- Coronal Mass Ejection
At 18th level, the range of Corona increases to 60 feet. Additionally, as an action while you have 3 Solar Charges, you can consume all three charges to make a ranged spell attack against a creature within 60 feet of you. On a hit, the target takes fire damage equal to your Astronomer level x your Wisdom modifier (minimum of 1).
Once you have used Coronal Mass Ejection, you cannot use it again until you have finished a short or long rest, or you have expended three Solar Charges, besides the three Solar Charges used for Coronal Mass Ejection.
Starting at first level after taking this archetype, you are able to harness the unifying power of the stars. You, and all allies within 15 feet of you, are bound within an ephemeral network akin to a constellation. Spells and effects that target you or any number of allies within your Constellation affect all allies within the Constellation. For example, if you heal for 10 hit points, all allies within your Constellation also regain 10 hit points.
At 1st level, you learn to call out to the stars for their assistance. Whenever you expend a spell slot, you create a number star-like motes of light equal to half the spell slot level expended for up to 1 minute (rounded up, maximum of 3). These stars are invulnerable and intangible, and linger within reach of you. These motes of Starlight are used by other features listed as part of this archetype.
- Cosmic Inspiration
At 1st level, the gentle glimmer of the stars guide you. As a bonus action, you can consume one mote of Starlight to grant a creature within your Constellation a bonus to any one roll before the start of your next turn equal to half your proficiency bonus.
At 6th level, the range of your Constellation extends to all allies within 30 feet of you.
- Heavenly Audience
At 6th level, you can tap into the truesight of the stars. As a bonus action, you can consume one mote of Starlight to grant a creature within your Constellation truesight out to a range equal to your Constellation range until the start of your next turn.
At 10th level, the range of your Constellation extends to all allies within 60 feet of you.
- Celestial Cognizance
Starting at 10th level, the bonus granted by Cosmic Inspiration is increased to an amount equal to your proficiency bonus. An ally that uses this bonus also regains hit points equal to that amount.
At 14th level, the range of your Constellation extends to all allies within 120 feet of you.
Whenever you cast a spell or expend a spell slot while you already have at least one mote of Starlight, you can consume any number of remaining motes of Starlight to increase the spell slot level by one per mote consumed.
At 14th level, the range of your Constellation extends to all allies within 240 feet of you.
- Sea of Stars
At 18th level, the stars themselves fall to greet you and your allies. Whenever you create motes of Starlight, you can choose to grant any number of them to other allies within your Constellation, rather than keeping them all for yourself, to the same effect. A chosen ally can only have one mote of Starlight at a time. When an ally with a mote of Starlight casts a spell or expends a spell slot, they can consume the mote of Starlight in place of that spell slot.
Starting at first level after taking this archetype, you are able to adopt the foundational nature of the planets. While you aren’t wearing armour, your AC becomes 5 + your Wisdom modifier + your proficiency bonus + the number of planets you can choose from as part of Gift of the Wanderers.
- Gift of the Wanderers
At 1st level, the planets themselves grant you a portion of their power, with each planet granting you a unique blessing. As an action, you can reach out to one of the planets available to you, granting you effects based on the planet chosen until you use Gift of the Wanderers again.
|Toril||Whenever you make a damage roll, you can increase the number of damage dice rolled for one damage type by an amount equal to half your proficiency bonus rounding down.
As an action, you can increase your AC by an amount equal to half your proficiency bonus rounding down.
|Coliar||You are considered one size larger, your reach is increased by 5 feet, and you can occupy the same space as other creatures.
As an action, you can force all creatures within reach of you to make a Wisdom saving throw against your spell save DC. On a failed save, all damage rolls they make until the start of your next turn is reduced to the minimum amount. For example, rather than rolling 2d6, a creature instead deals 2 damage.
|Kapri||You are granted the ability to breathe both air and underwater if you can already, and you gain a swim speed equal to your walking speed. If you already have a swim speed, your swim speed is instead increased by an amount equal to your walking speed.
As an action, you can expend a spell slot to grant up to a number of other creatures equal to your Wisdom modifier, a swim speed equal to your own, for a number of minutes equal to 10 x the spell slot level expended.
- Gift of the Wanderers
At 6th level, you are able to receive blessings from Anadia and Chandos.
|Anadia||Your speed is increased by 10 feet, you are granted flight speed equal to your movement speed, and you are granted a bonus to your proficiency bonus equal to +1 for every 10 foot of walking speed. Additionally, you can take the Dash action as a bonus action.
If you use your action to make a weapon attack or cast a spell, you can make one additional action during the same turn. This effect can only occur once per turn.
|Chandos||Whenever you make a healing or damage roll, all dice become d12, but you cannot add your ability score to the roll, and the result is reduced by 1 per damage die rolled.
As part of an action when making an attack roll, ability check, saving throw or damage roll, or rolling to determine how many hit points or temporary hit points a creature gains, you can reduce your AC by 1 to increase the number of dice rolled by 1. AC lost in this way is regained during a long rest and cannot be regained by other means.
- Gift of the Wanderers
At 10th level, you are able to receive blessings from Glyth.
|Glyth||The cast range of your spells is doubled. Spells with a range of Reach or Touch can be cast at 10 feet.
Whenever a spell you cast successfully affects another creature, you mark them for up to 1 minute. For as long as you can see the marked creature, when you cast a spell, you can cast the spell from a marked target’s location instead, using the spell’s original range. Once cast in the way, the target is no longer marked.
- Gift of the Wanderers
At 14th level, you are able to receive blessings from Garden.
|Garden||Whenever you finish your turn without having moved, you gain a bonus to your AC equal to your Wisdom modifier. This bonus lasts until you move again. While receiving Garden’s blessing, you regain 1d4 hit points whenever you make an action. If you are benefitting from the bonus AC granted by Garden, you instead heal for an amount equal to your current AC.
As an action, you can expend a spell slot to target any number of creatures within 60 feet of you to make a Dexterity saving throw against your spell save DC. On a failed save, the target is tangled in roots and is Restrained. They retake their saving throw at the end of each of their turns, escaping on a success. If you are benefitting from the bonus AC granted by Garden, the range of this effect is increased to 300 feet.
- Gift of the Wanderers
At 18th level, you are able to receive blessings from H’Cathas.
|H'Cathas||Rather than having an action, bonus action and reaction, you instead receive Tokens of H’Cathas, totalling an amount equal to 2 x your Wisdom modifier (minimum of 2 tokens).
Anything that requires an action instead consumes 2 tokens, and anything that requires a bonus action or reaction consumes 1 token. While under the effects of Speed of Light, anything that requires an Action consumes 1 token instead. You regain all expended tokens at the start of your next turn.
Astrologian Spell List
blade ward, booming blade, chill touch, create bonfire, friends, fire bolt, frostbite, green-flame blade, Infestation, lightning lure, mage hand, mind sliver, minor illusion, poison spray, prestidigitation, sword burst, thunderclap, true strike
- 1st Level
absorb elements, alarm, cause fear, charm person, color spray, comprehend languages, cure wounds, detect magic, earth tremor, expeditious retreat, false life, feather fall, fog cloud, healing word, identify, jump, longstrider, mage armor, shield, sleep, snare, thunderwave, unseen servant, witch bolt
- 2nd Level
alter self, augury, blindness/deafness, blur, cloud of daggers, crown of madness, darkness, darkvision, dust devil, earthbind, enlarge/reduce, gust of wind, hold person, invisibility, knock, levitate, mind spike, mirror image, misty step, see invisibility, shadow blade, shatter, spider climb, suggestion, warding wind
- 3rd Level
blink, catnap, clairvoyance, counterspell, dispel magic, enemies abound, erupting earth, fear, Flame Arrows, fly, gaseous form, haste, hypnotic pattern, life transference, lightning bolt, major image, protection from energy, slow, tidal wave, thunder step, tongues, wall of water, water breathing
- 4th Level
banishment, blight, confusion, charm monster, dimension door, divination, elemental bane, greater invisibility, ice storm, polymorph, shadow of moil, sickening radiance, stoneskin, storm sphere, vitriolic sphere, wall of fire, watery sphere
- 5th Level
animate objects, cloudkill, cone of cold, control winds, creation, dominate person, enervation, far step, hold monster, immolation, seeming, skill empowerment, synaptic static, telekinesis, teleportation circle, wall of light, wall of stone
- 6th Level
arcane gate, chain lightning, circle of death, eyebite, globe of invulnerability, investiture of flame, investiture of ice, investiture of stone, investiture of wind, mass suggestion, mental prison, move earth, scatter, sunbeam, true seeing
Prerequisites. To qualify for multiclassing into the Astrologian class, you must meet these prerequisites: 13 Wisdom.