Astrologian (5e Class)
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- 1 Astrologian
- 1.1 An eye for Wonder
- 1.2 Creating an Astrologian
- 1.3 Class Features
- 1.3.1 Table: The Astrologian
- 1.3.2 Cosmic Favour
- 1.3.3 Cosmological Denomination
- 1.3.4 Lightspeed
- 1.3.5 True North
- 1.3.6 Ability Score Increase
- 1.3.7 Syzygy
- 1.3.8 Like Clockwork
- 1.4 Lunar Denomination
- 1.5 Solar Denomination
- 1.6 Stellar Denomination
- 1.7 Planetary Denomination
- 1.8 Vagrant of the Void
- 1.9 Astrologian Spell List
- 1.10 Multiclassing
An eye for Wonder
Creating an Astrologian
- Quick Build
As a Astrologian you gain the following class features.
- Hit Points
Armor: Light armor
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light crossbows
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
- (a) Leather armour 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 Favour, Cosmological Denomination||2||2||2||1st|
|2nd||+2||Lightspeed, True North||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 Astrologian spell list. You learn additional Astrologian cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Astrologian table.
The Astrologian table shows how many spell slots you have to cast your astrologian 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 astrologian 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 Astrologian spell list.
The Spells Known column of the Astrologian table shows when you learn more Astrologian 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 Astrologian spell, which can be 1st, 2nd, or 3rd 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 spell from the Astrologian spell list, which also must be of a level for which you have spell slots.
Wisdom is your spellcasting ability for your Astrologian 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 Astrologian 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 Astrologian spells.
At 1st level when you first take this class, choose a Cosmological Denomination. Choose between Lunar Denomination, Solar Denomination, Stellar Denomination, Planetary Denomination, and Vagrant of the Void all detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 17th level.
Starting at 2nd level, your connection to the cosmos lets you develope a better understanding for grander machinations. As an action, you can enter a state of Lightspeed for 1 minute. At this time, actions that require one action or one bonus action can be made using either. For example, a spell with a casting time of 1 action can be cast using your bonus action instead.
You can only cast one spell of 1st level or higher each turn, as per the general rules of spellcasting. Once you have used Lightspeed, you cannot do so again until you finish a short or long rest.
By 2nd level, your connection to the cosmos grants you innate knowledge about your position within it. For as long as you can see the sky, you know which direction is North, and you have advantage on checks and saving throws for navigation.
Additionally, you can contact the cosmological presense that has given you your power in hopes for guidance. You can ask or otherwise attempt to divine the answer to one question, as per the spell commune. You can only ask one question at a time, and you can only use this effect a maximum number of times equal to half your proficiency bonus (rounding down), ignoring the repercussion of using it more than once between long rests. You regain all expended uses during a long rest.
Ability Score Increase
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.
At 20th level, your connection to the universe itself extends beyond just your own means. Whenever you expend a spell slot, roll a d8. On an 8, you regain the spell slot expended once the effect of the spell has been resolved. If the spell slot is expended as part of a feature granted by this class, you regain the spell slot on a roll of a 7 or an 8.
When you take this archetype at 1st level, you take on the grace and peaceful dominion of the moon, allowing you to gain the benefits of long rests in half the time.
- Lunar Phases
At 1st level, you take on the cyclical adaptions of the moon. At the end of your first long rest after taking this archetype, choose one phase to start with. At the second dawn after adopting a lunar phase, you change to the next phase, ending all previous Lunar Phase effects.
- New Moon During your New Moon phase, you take on a dark, almost imperceivable appearance. During this phase you are invisible while in darkness, and have advantage on stealth and perception checks in dim light or darker. At the next dawn, you transition to Waxing Moon.
- Waxing Moon During your Waxing Moon phase, your appearance begins to lighten. At this time, you have an additional bonus to all melee attack rolls equal to your half your proficiency bonus. At the next dawn, you transition to Full Moon.
- Full Moon During your Full Moon phase, you take on a gentle silvery glow. At this time, you emit dim light for 30 feet, gain darkvision out to 120 feet, and do not need to sleep. At the next dawn, you transition to Waning Moon.
- Waning Moon During your Waning Moon phase, your appearance begins to darken. At this time, you have an additional bonus to all ranged attack rolls equal to your half your proficiency bonus. At the next dawn, you transition to New Moon.
- Lunar Presense
At 6th level, you can create an avatar of the moon to accompany you. After a 10 minute ritual, you create a Tiny floating moon within reach of you with a fly speed equal to your walking speed that allows it to move freely in any direction, such as into the air or underwater. The moon cannot be attacked or destroyed by nonmagical means, and can only be dispelled, such as by Dispel Magic.
This mini-moon will follow you until commanded to stay or move to a specific point or location you can see. You can use a bonus action to temporary send the mini-moon to a pocket dimension, where you can resummon it within 60 feet of you as a bonus action.
It is considered a tiny inanimate object, and emits dim light for 5 feet. Creatures have advantage on attack rolls and ability checks against creatures in the light of your mini-moon.
- Total Eclipse
Starting at 10th level, your adaptions of the phases of the moon are reflected more strongly through rare but memorable occasions during your adventures. Whenever you enter the New Moon or Full Moon phases, you must roll a d8, granting you the benefit of a Solar Eclipse or Lunar Eclipse respectively if you roll an 8 on the die, along with your lunar phase benefits.
- Solar Eclipse
If a Total Eclipse occurs during your New Moon phase, it causes you to enter a state of Solar Eclipse. At this time, you take on a deep, dark visage with a brilliant halo behind your head until you change phases. At this time, you have advantage on Charisma checks and saving throws. Additionally, if you succeed a save with a roll of 20, or another creature fails a save or attack roll against you with a roll of 1, the other creature becomes charmed by you until your next long rest.
As an action, you can call upon the moon during the day to mare the sun. The moon tides over the sky, stopping before the sun for 10 minutes. At this time, creatures are unaffected by the sun or sunlight, and everything is considered to be in dim light or darker for the duration. Additionally, creatures that can see the sky must make a Wisdom saving throw, becoming charmed by you and are unable to look away from the spectacle. While charmed in this way, creatures have disadvantage on perception checks, and cannot make an action during their turn, and must instead use their action to retake the Wisdom saving throw, ending the effects on a success. A creature that stares for 3 turns becomes blinded for 10 minutes. You can only use this effect once per Solar Eclipse.
- Lunar Eclipse
If a Total Eclipse occurs during your Full Moon phase, it causes you to enter a state of Lunar Eclipse. At this time, you take on a subtle scarlet hue until your next long rest. At this time, you deal additional necrotic damage on all damage rolls equal to your proficiency bonus, and heal for the amount of necrotic damage dealt in this way.
As an action, you can call upon the moon during the night to align with the sun and planet. The moon fills the sky with an imposing scarlet glare, stopping overhead for 10 minutes. At this time, everything is considered to be in dim light or darker for the duration. Additionally, creatures that can see the moon must make a Wisdom (intimidation) saving throw, becoming frightened on a failed save with the sky as the source of their fear. Stricken with paranoia, creatures must make the same Wisdom saving throw whenever they try to take an action, bonus action or reaction, as well as at the start of their turn if trying to maintain concentration. Upon failing this save, the action, bonus action, reaction or concentration is interrupted with intrusive thoughts and welling mania, causing it to fail. You can only use this effect once per Lunar Eclipse.
- Emanation of the Moon
At 14th level, you can give additional function to your form in combat, as determined by your current Lunar Phase.
As an action, you execute an attack that is specific to your lunar phase. You may use these Emanations a number of times equal to half your proficiency bonus rounding down. You regain any expended uses of Emanation of the Moon when you change phase.
- Emanation of the New Moon
As an action, you become invisible and impossible to detect through nonmagical means. You can then move up to your movement and make a melee spell attack against a creature in reach. On a hit, you deal cold damage equal to 5d6 + your Wisdom modifier.
- Emanation of the Waxing Moon
As an action, you empower yourself, causing your arm to glow a brilliant moonlight silver, before making a single melee spell attack against all creatures in a 15 foot cone, dealing 3d8 cold damage to all creatures hit. Creatures hit also have their movement reduced by a number of feet equal to 5 x the number of creatures hit, for 1 minute.
- Emanation of the Full Moon
As an action, you empower yourself, causing your body to glow a brilliant moonlight silver, before focusing that light into a 10-foot-radius sphere centered on a point within 100 feet of you. You make a single ranged spell attack against all creatures in the area, dealing 3d6 cold damage to all creatures hit, and forcing creatures in the area to make a Dexterity saving throw. Creatures that fail the save then take a further 2d6 force damage, and are pulled 10 feet towards the center as you draw the moonlight back into itself.
- Emanation of the Waning Moon
As an action, you empower yourself, causing your arm to glow a brilliant moonlight silver, before making a single ranged spell attack against all creatures in a 5-foot-wide, 30-foot-long line, dealing 3d8 cold damage to all creatures hit. Creatures hit also have their movement reduced by a number of feet equal to 5 x the number of creatures hit, for 1 minute.
- New Dusk
At 17th level, your connection to the moon grants you nigh-unparalleled dominion over it. Over the course of 1 minute, you can pull the moon across the sky regardless of the time of day or night, causing it to rise as a new night, of any time you choose. This dusk affects everything as normal, such as granting charges to relevant magic items and artifacts. Additionally, you are granted the benefit of a short rest.
Once you have used this effect, you cannot do so again until the moonrise.
When you take this archetype at 1st level, you are able to harness the might of the Sun. When you make an attack with a non-magical weapon, the attack is considered magical for the purpose of ignoring resistances, and deals an additional 1d4 fire damage during the damage roll. If you roll a 4 or more, the target takes a further 1d4 fire damage at the start of their next turn. At 11th level, the damage dice for each damage roll becomes 2d4.
At 1st level, you can tap into the fiery power of the sun to strike at your enemies. As an action, you can expend a spell slot to strike out in a line before you. All creatures in a 5-foot wide, 30-foot-long line focused on a creature you choose must make a Dexterity saving throw against you, taking an amount of fire damage equal to a number of d6 x the spell slot level expended on a failed save, or half as much on a success.
Companions in the bout of fire instead regain a number of hit points equal to half of the damage roll.
At 1st level, you invoke the power of the sun to let out a brilliant flash of light. As an action, you can expend a spell slot to force all creatures in range that can see you to make a Constitution saving throw, blinding them until the end of their next turn on a failed save. The range of Flash is equal to 20 feet per level of the spell slot expended.
- Bathing Glow
At 6th level, your connection to the sun allows you to spread its warmth with others. You can use your bonus action to light small fires, such as lighting torches or igniting a campfire. Additionally, you and creatures within 30 feet of you regain a number of additional hit points during rests equal to 2 x your Astrologian level.
At 6th level, you can create an avatar of the sun to accompany you. After a 10 minute ritual, you create a Tiny floating sun within reach of you with a fly speed equal to your walking speed that allows it to move freely in any direction, such as into the air or underwater. The sun cannot be attacked or destroyed by nonmagical means other than submersion underwater, and can only be dispelled, such as by Dispel Magic.
This mini-sun will follow you until commanded to stay or move to a specific point or location you can see. You can use a bonus action to temporary send the mini-sun to a pocket dimension, where you can resummon it again with a bonus action. Alternatively, while the Solar Presense is active, you can use your bonus action to command it to fire at a target location within 120 feet of you, destroying it in the process. Creatures within 10 feet of the target location take 2d6 fire damage and must make a Constitution saving throw. On a failed save, they are singed, and are made vulnerable to fire damage until they next regain hit points.
The Solar Presense is considered a tiny inanimate object, and emits bright light for 30 feet. While underwater, the mini-sun will bubble. At this time, and again for every minute it is underwater, it must roll a d20. On a 5 or less, it is destroyed.
Starting at 10th level, you naturally harness your inner wellspring of solar energy and exude it outwards. While in any level of light that isn't daylight or bright light, you glow, emitting bright light for 15 feet, and dim light for a further 15 feet.
Additionally, creatures with sunlight sensitivity suffer its effects while they can see you. However, you shine permanently, causing you to have disadvantage on stealth checks made trying to hide in areas that aren't direct sunlight, and to automatically fail these attempts when made in darkness, unless you are covered in full cover, to hide the light emitting from you.
- Fractured Light
At 14th level, you begin to better manipulate the sun's emissions. When you use Flare, you can choose to cast it as Fractured Light, removing the healing benefit to allies, but doubling the length of the attack to 60 feet as it becomes splintered rays that deal bonus piercing damage equal to half the fire damage dealt rounding down (minimum of 1). This piercing damage is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 14th level, you learn how to share your blessing with others. As an action, you can expend a spell slot to grant a Diurnal Blessing to any number of creatures within 30 feet of you for 1 minute. Creatures with the diurnal blessing regain a number of hit points at the start of each turn equal to your proficiency bonus. Additionally, they are granted a bonus to their attack and damage rolls equal to half that amount, rounding down.
- New Dawn
At 17th level, your connection to the sun grants you nigh-unparalleled dominion over it. Over the course of 1 minute, you can pull the sun across the sky regardless of the time of day or night, causing it to rise as a new day, of any time you choose. This dawn affects everything as normal, such as granting charges to relevant magic items and artefacts. Additionally, you are granted the benefit of a short rest.
Once you have used this effect, you cannot do so again until the moonrise.
When you take this archetype at 1st level, you learn how to utilize the interconnectivity of the stars to your own design. As a bonus action during your turn, you can target another creature wtihin 60 feet of you, binding them to you for as long as they are within range. While bound, any healing, bonuses and effects such as those granted to you by this class that you receive are also granted to your target.
At 1st level, the stars attend your every action, and respond to your ails. As an action, you can expend a spell slot to conjure a shooting star that you fire to a target creature or location within 100 feet of you. Creatures within 10 feet of the target location must make a Dexterity saving throw, taking an amount of radiant damage equal to your Wisdom modifier x the spell slot level expended on a failed save, or half as much on a success.
Starting at 6th level, you begin to play with the stars, managing their movement and placement in mock-horoscopy. As a bonus action, you can create an ephemeral orrery ring that surrounds you for up to 1 minute. At this time, whenever you expend a spell slot, you cause a star to orbit around you faintly on this ring.
As a bonus action, you can trigger this band, evoking the power of the stars you have placed by this effect. All creatures within 30 feet of you and your Synastry target are then subject to one of the following effects.
- Creatures you choose within range are healed for a number of d6 equal to the number of stars in your stellar band.
- Creatures in the area that aren't chosen to be healed by this effect instead make a Dexterity saving throw, taking a number of d6 in radiant damage equal to the number of stars in your stellar band, or half as much damage on a success. Hit or not, creatures in the area also have their AC reduced by an amount equal to the number of stars.
If you have a number of stars equal to or greater than your Wisdom modifier, the range of this effect is doubled. Once this effect is used, all the stars are expended and the band disappears. Astrolabe cannot be dismissed or dispelled while the stars orbit around you, but the effect of its activation can still be mitigated as normal.
At 10th level, your connection to the stars allows you to emulate their connection with one another. When you cast a spell with a range of self or touch, you can choose to instead have the spell target a companion that is within 30 feet of you. This range increases to 60 feet for the purpose of targetting your Synastry target.
- Stellar Detonation
At 14th level, you can birth a new star that takes time to form, grow, and eventually die.
As an action, you create a cloud of nebulanic dust that fills a 150 foot sphere centered on a point you choose. Creatures in the area have their vision reduced to 60 feet, and automatically fail on checks and saving throws that require them to see further.
- At the start of your next turn, that cloud condenses, reducing the affected range to 90 feet and creating a protostar at the cast location, while also reducing the vision of creatures in the area to 30 feet, to the same effect.
- At the start of your second turn, the protostar grows into a 5-foot-radius main sequence star, absorbing the rest of the nebula cloud and instead emitting bright light for 30 feet, and dim light for a further 30 feet. Creatures in the bright light range also take 1d6 radiant damage at the start of their turn.
- At the start of your third turn, the main sequence star grows into a 10-foot-radius main sequence giant, emitting bright light for 60 feet, and dim light for a further 60 feet. Creatures in the bright light range also take 1d8 radiant damage at the start of their turn.
- At the start of your fourth turn, the main sequence star collapses into a single point, exploding outwards to deal 8d12 radiant damage against all creatures in a 120 foot area.
You can detonate this star prematurely with a bonus action, instead dealing 2d12 damage as a protostar, 4d12 damage as a main sequence star, and 6d12 damage as a main sequence giant. The star and the processes of its growth are natural, and cannot be dispelled. However, creatures can take suitable cover at any point to hide from its effects, or disperse the nebula cloud, ending Stellar Detonation prematurely, such as by the spell Gust of Wind.
Once you have used Stellar Detonation, you cannot do so again until you complete a long rest.
- Sea of Stars
At 17th level, once between long rests, you welcome the stars with open arms, and they in turn lend you their strength. In a 150-foot-sphere centered on your current location, the space becomes becomes cold, dark and filled with phantasmal stars for 1 minute, as if the heavens have touched to the earth to be with you. At this time, creatures that do not have dark vision have disadvantage on perception checks, and creatures with vulnerability to Cold damage suffer 1 point of exhaustion.
While you are in this space, whenever you are required to expend a spell slot, you can instead reach out and pluck one of the stars out of the sky. At this time, you roll a d10, and treat that star as a spell slot of the level rolled. If a 10 is rolled, you can choose the spell slot level (spells are cast at their minimum spell slot level if the star roll is lower than the spells minimum spell slot level requirement). This ability extends to your Synastry target as well, allowing them to pluck at stars when expending spell slots to the same effect. The area affected is only centered on your location however.
When you take this archetype at 1st level, you adopt the foundational nature of the planets. While you aren't wearing armour, your AC becomes 8 + your Wisdom modifier + the number of planets you can receive power from as part of this archetype.
- Gift of the Wanderers
Starting at 1st level, you are able to tap into the formidable power of the planets themselves, with each planet granting a unique blessing. As an action, you reach out to one of the planets, granting you effects based on the planet chosen until you use Gift of the Wanderers again. Once you have used Gift of the Wanderers, you cannot use it again for 1 minute.
At 1st level, you can receive power from Toril, and its two neighbouring planets, Coliar and Karpri.
Your home; an earth body. Safe and familiar, all your damage rolls increase by a number of die equal to half your proficiency bonus, rounding down. If an attack deals multiple types of damage, you only increase the die of one damage type of your choice.
Additionally, as a bonus action on your turn before you make an attack, you can forego adding this bonus to attacks for the rest of your turn. In doing so, you increase your AC by +1 per die you forego adding in this way, until the start of your next turn.
Toril's neighbouring Inferior planet; a gas giant. Its size and composition is reflected through you, causing you to be considered one size larger, and increasing your reach by 5 feet. Additionally, you can occupy the same space as other creatures.
As an action, you can expend one spell slot to cause all creatures within reach to make a Wisdom saving throw. On a failed save, they deal the minimum damage possible until the start of your next turn. For example, rather than rolling 2d6, a creature instead deals 2 damage.
The neightbouring Superior planet; a water planet. Its fast rotation and water-predominant composition grant you the ability to breathe underwater as well as on land, if you can't already. Additionally, you have a swim speed equal to your walking speed, unless you already have a swim speed greater than 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.
- Greater Bounds
At 6th level, you can receive power from Anadia and Chandos.
The secondary Inferior planet; an earth body. Its fast orbit increases your movement speed by 10 feet, and grants a bonus to your initiative equal to +1 for every 10 foot of walking speed, as well as allow you to take the Dash action as a bonus action instead.
During your turn, if you use your action to make a weapon attack, or cast a spell that deals damage to any number of creatures, you can make one additional action during the same turn.
The secondary Superior planet; a water body, whose tumultuous surface is reflected in your own actions. Whenever you make a damage roll, the value of all dice used to determine damage dealt become d12. However, you do not include your ability score modifier in the damage roll, and reduce the result by 1 per dice used in the damage roll.
As a bonus action, you can reduce your AC by 1 to increase the number of dice used in your next damage roll by 1. AC lost in this way is regained during your next long rest.
- Glyths Blessing
At 10th level, you can receive power from Glyth.
An earthly body with spectacular rings, you embody their resplendence and reach, adding to your own sphere of influence. The range of your spells and attacks is doubled. Spells with a range of touch can also instead be cast to a maximum range of 10 feet.
Whenever you make an attack or cast a spell, you can use your reaction to marker a creature within your sphere of influence, out to a maximum range equal to the range of the attack made or spell cast. This mark lasts for as long as you are attributed to Glyth and you have vision of the target. While marked, you can cast you spells and make attacks from the marked target, using their unmodified range.
- Gardens Blessing
At 14th level, you can receive power from Garden.
A cluster earth body interconnected by a massive plant, rather than a singular planet, known as Yggdrasil's Child. While attributed, you regenerate 1d4 hit points whenever you make an action. Additionally, if you do not move during a turn, you are granted a bonus to your AC equal to your Wisdom modifier at the end of your turn. You also gain a number of d4 temporary hit points equal to your new AC that lasts until you move again.
- H'Cathas Blessing
At 17th level, you can receive power from H'Catha.
An unconventional planet, its power causes you to act unconventionally. Upon attuning to H'Catha, you are granted Tokens of H'Cathas, totalling an amount equal to 2 x your Wisdom modifier (minimum of 1). Anything that requires an action, bonus action or reaction instead uses one of these Tokens, expending it in the process. Each action made in this way must be unique, unless it is an Attack or class feature. You regain all expended tokens at the start of your next turn.
Vagrant of the Void
- Gift of the Nothingness
When you take this archetype at 1st level, you body the natural forces that conduct the grand scale of the cosmos, and find comfort in the cold expanse of nothingness everything rests within. Your movement cannot be unwillingly affected by spells or magical effects, such as Reverse Gravity or Levitate, and if fall damage would reduce you to 0 hit points, you are instead survive with 1 hit point. Additionally, you no longer need sleep.
- Fold Space
Starting from 1st level, you can very literally fold space temporarily, as you so require.
During your turn, you can target one point within a number of feet of you equal to 5 x your proficiency bonus (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects and creatures in that space as though they were next to you, including allowing you to make melee attacks into that space.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), before being required to finish a long rest. Additionally, you regain half of your expended uses of Fold Space during short rests (rounding down, minimum of 0).
- Gravity Well
At 6th level, you can use your action to expend a spell slot to bring into being a localization of intense gravity, centered at a point you can see within 120 feet of you.
Creatures within a 90 foot tall collumn with a diameter equal to 5 feet x the spell slot level used are considered twice as heavy, are unable to jump, leap or fly, and must make a Constitution saving throw. On a failed save, a creature is forced prone and has their movement reduced to 0. On a successful save, creatures move at half speed while in the area instead.
Creatures in the area that are flying are forcibly grounded, and those that failed the saving throw take fall damage. Creatures that fail the saving throw can retake it at the end of each turn. On a successful save, the effects of Gravity Well are reduced to that of a successful save for as long as they are in the area.
Gravity Well requires concentration to maintain. During your turn, you must use your bonus action to maintain Gravity Well until the start of your next turn, until concentration is broken, or the effect ends.
Once you have used Gravity Well, you cannot do so again until you finish a long rest.
At 10th level, your understanding and comprehension of the forces that govern the cosmos allow you to manipulate it on a smaller scale. As an action, you can cast Fly, Levitate or Reverse Gravity on a single target within range, without expending a spell slot or material components. Once you have done so, you cannot do so again until you finish a long rest.
Additionally, attacks you land reduce your target's speed by half until the end of their next turn. If a creature you make a weapon attack against is under the effects of a spell or effect that manipulates their movement, such as Fly, Levitate, Reverse Gravity, or a feature granted by this class, the attack roll gains a bonus equal to your Wisdom modifier, and deals maximum damage on a hit. For example, rather than rolling 2d6, you instead deal 12 damage.
- Faster Than Light
At 14th level, your vagrant understanding and manipulation of the cosmological forces allows you to bend rules already on the verge of snapping. Attack rolls you make while under the effect of Lightspeed are made at advantage, and deal bonus Force damage equal to your Wisdom modifier during the damage roll. Additionally, Bludgeoning, Piercing, Slashing, and Force damage dealt while under the effect of Lightspeed is considered magical for the purpose of ignoring immunities and resistances.
Starting at 17th level, you develop a newfound perspective of the world around you, taking from it new abstractions of reality as it happens. You no longer need sleep and permanently become incorporeal, allowing you to move through other creatures and objects as if they were difficult terrain, and taking 1d10 Force damage if you end your turn inside an object. Whenever you cast a spell that has a damage roll of a specific damage type, you can change any damage type mentioned into any other. Additionally, Force damage you deal automatically deals the maximum possible damage, rather than requiring a damage roll.
When you are made the target of a spell or attack, you can use your reaction to expend one spell slot to try and deny the attack or effect. At this time, you must make a Wisdom saving throw. If it is against a spell, the DC is 10 + the spell slot level used. If it is an attack, the DC is equal to the attack roll. On a success, the creature’s spell or attack fails to no effect. You can then teleport up to 10 feet in any direction into an unoccupied space you can see.
Astrologian Spell List
blade ward, booming blade, chill touch, create bonfire, friends, 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.