Astronomer (5e Class)
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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 spells to near-instance, briefly entering a state of near-lightspeed. As a bonus action, you can cast one spell you know with a cast time of 1 action. You can do so a number of times equal to your proficiency bonus. You regain all expended uses of Speed of Light at the end of a short or long rest.
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.
Starting at 10th level, your attunement to the natural machinations of the universe help fuel your magic. Whenever you expend a spell slot, roll a d20. On a 16 or higher, you regain the expended spell slot once the spell or effect is resolved.
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 becomes as a 6th sense to you. Whenever you roll a d20 for your Expanded Horizons feature, you regain an expended spell slot on a roll of 11 or higher. On a turn you use your Speed of Light feature, you instead automatically regain the expended spell slot.
- Crescents Edge
Starting at 1st level when you take this archetype, you can cast the True Strike cantrip using your bonus action, rather than an action. You always have the spell prepared, and it does not count towards the maximum number of cantrips you can learn.
- Lunar Phases
At 1st level, you take on the manifestation of the different lunar phases, granting you different effects, in a sequence that mirrors the changing moon.
Each Lunar Phase grants you a persistent effect that last until you swap to another Lunar Phase, at which time the new Lunar Phase becomes the persistent effect, and the old Lunar Phase ends at the end of that turn. When you first take this archetype, you enter the Waxing Moon lunar phase. Once per turn after you expend a spell slot or cast a spell, you can choose to immediately swap to your next lunar phase.
|Waxing Moon||Whenever you make a melee attack, the maximum range of the attack is doubled, and strikes in a cone instead. Your attack roll is made against all creatures within the cone, hitting all creatures whose AC you meet as normal.
When you change Lunar Phase, you adopt your Full Moon phase.
|Full Moon||Your melee attack and damage rolls gain a bonus equal to half your proficiency bonus, rounded down. Whenever you land an attack against a creature, it marks them with moonlight for 1 minute. Attacking the creature again refreshes the duration if you are under the benefits of Full Moon. Moonlight persists even after you no longer gain the benefits of the Full Moon lunar phase.
When you change Lunar Phase, you adopt your Waning Moon phase.
|Waning Moon||You can target creatures you can see that are marked by Moonlight for your melee attacks if they are within 30 feet of you, rather than using your weapon's usual range. On a hit, you can teleport to an unoccupied space within reach of the target, consuming the mark in the process.
When you change Lunar Phase, you adopt your New Moon phase.
|New Moon||While in your New Moon phase, you become invisible, except to creatures with darkvision or truesight while in their sight range. Additionally, attacks you make against creatures that cannot see you have advantage. If you end your turn without making a melee attack, you lose this invisibility until you successfully land a melee weapon attack, or re-enter your New Moon phase.
When you change Lunar Phase, you adopt your Waxing Moon phase.
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 a 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 and leave no trail while walking, and creatures are unable to track you via nonmagical means.
- Lunar Phantom
Starting at 10th level, you can attack twice, instead of once, whenever you take the attack action, or make a melee attack as part of your Moonlit Spellblade feature. The number of attacks increases to three when you reach 18th level.
- Total Eclipse
Starting at 10th level, your magical power interweaves itself with the power of your swings. Whenever you cast a spell at 1st level or higher, your blade becomes charged with lunar energy. On your next successful melee attack, roll an additional number of damage dice equal to the spell slot level expended.
- Emanation of the Moon
At 14th level, you can choose to add a bonus to your attacks at the start of a turn. The effect does not require an action, lasts until the end of your turn, and is determined by your current persistent Lunar Phase.
|Waxing Moon||The range of your cone attacks is doubled.|
|Full Moon||Whenever you mark a new target with Moonlight, roll to regain an expended spell slot as listed under Expanded Horizons.|
|Waning Moon||Your melee attacks do not consume Moonlight.|
|New Moon||Successful melee attacks you make while invisible are considered a critical hit.|
You can use Emanation of the Moon up to two times. You regain one expended use when you change Lunar Phase three times after expending a use. You also regain all expended uses after a long rest.
- Pale Blade
Starting at 14th level, you weapon becomes a picture of lunar beauty as an extention of your own power. Add your Wisdom modifier to your melee attack rolls. This bonus is doubled if the attack is made as part of a spell, or your Moonlit Spellblade or Total Eclipse features.
- Lunar Phantom
Starting at 18th level, you can attack three times, instead of twice, whenever you take the attack action, or make a melee attack as part of your Moonlit Spellblade feature.
- Rising Sun
Starting at 1st level, whenever you expend a spell slot or cast the cantrip Fire Bolt, you gain one Solar Charge after the action is finished, up to a maximum equal to your proficiency bonus. Solar Charges last for 1 minute, or until you expend a spell slot, cast Fire Bolt or gain a new Solar Charge.
Whenever you make a damage roll as part of a spell, deal additional fire damage equal to your Wisdom modifier for each Solar Charges you have.
- Setting Sun
At 1st level, you are able to harness the caring warmth of the sun. As an action, you can consume all of your Solar Charges to regain a number of hit points equal to your Wisdom modifier for each Solar Charge you have.
- Bathing Glow
At 6th level, you can use your action concentrate in an attempt to try and generate a new Solar Charge. At the start of your next turn, you gain one Solar Charge if concentration hasn't been broken.
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 10 feet for each Solar Charge you currently have. While glowing in this way, creatures with Sunlight Sensitivity that can see you suffer its effects while in this range. Additionally, Creatures that enter or otherwise start their turn within half this range must also succeed on a Constitution saving throw against your Spell Save DC or become blinded until the start of their next turn.
- Heat Spot
At 10th level, the solar energy you harness bubbles with greater force. Whenever you use your Rising Sun or Setting Sun features, you can consume all of your Solar Charges as a reaction to double the effect.
At 10th level, add Misty Step to your list of known spells, though it doesn't count against your maximum known spells. Additionally, you can cast Misty Step by expending two Solar Charges in place of a spell slot.
- 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 count against your maximum known spells. Whenever you cast the spell, you cast it at 3rd level regardless of the spell slot level available to you. Instead, you cast it at one spell slot level higher for each Solar Charge you have, rather than deal additional fire damage as per Rising Sun.
- Searing Glow
At 14th level, whenever you use your Bathing Glow feature, you instead gain two Solar Charges, rather than one, up to your maximum amount.
- Coronal Mass Ejection
At 18th level, Flash only requires one Solar Charge, rather than two. Additionally, as an action while you have six Solar Charges, you can consume them all to make a ranged spell attack against a creature within 120 feet of you that you can see. On a hit, the target takes fire damage equal to your Astronomer level x your Wisdom modifier (minimum of 1).
Starting at first level after taking this archetype, your magic is imbued with the unifying power of the stars. Allies within 15 feet of you are bound to you by an ephemeral network, akin to a constellation. Spells and effects you cast targetting at least one creature affected by Constellation also applies to all other creatures in your Constellation. For example, if you cast Cure Wounds on yourself, all other creatures in your Constellation also regain the same number of hit points.
You and all allies within your constellation are aware of eachothers existence for as long as they are within your constellation. Additionally, you and your allies have truesight of eachother while within your constellation.
- Cosmic Inspiration
At 1st level, you gain a glimmer of insight as if guided by starlight. Whenever you expend a spell slot, all creatures within your Constellation gain a bonus to their next attack roll, ability check or saving throw before the start of your next turn equal to the spell slot level expended.
At 6th level, the range of your Constellation extends to all allies within 30 feet of you.
- Heavenly Concord
At 6th level, you further tap into the unity of the stars. Whenever you cast a spell, you can choose to cast the spell from the position of any other ally within your constellation instead of your own.
At 10th level, the range of your Constellation extends to all allies within 60 feet of you.
- Celestial Cognizance
Starting at 10th level, once per round after you or one of your allies use the bonus granted by Cosmic Inspiration, you all regain hit points equal to that bonus.
At 14th level, the range of your Constellation extends to all allies within 120 feet of you.
Starting at 14th level, whenever you expend a spell slot to cast a spell, you can forego granting yourself and your allies the benefits of Cosmic Inspiration to instead increase the spell slot level the spell is cast at by 1 for every other ally currently in your Constellation (maximum of 9th level).
At 18th level, the range of your Constellation extends to all allies within 240 feet of you.
- Sea of Stars
At 18th level, the stars themselves shine to greet you and your allies. Whenever you roll for your Expanded Horizons feature, roll one additional d20 for each ally within your constellation. You regain the expended spell slot if any of these rolls meet the requirement as normal. Additionally, the effect of Celestial Cognizance is no longer limited to once per round.
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 8 + your Wisdom modifier + the number of planets you can choose from as part of Gift of the Wanderers.
- Gift of the Wanderers
Upon taking this archetype, the planets themselves bless you with a portion of their power. As an action, you can reach out to one of the planets available to you, maintaining a connection to it as if concentrating on a spell. At the start of your next turn, you then imbue yourself with the blessing of that chosen planet if concentration isn't broken.
Each planet grants you a Spell Bonus effect, a Persistent effect, and a unique Action. These bonuses are available to you for as long as you are receiving the blessing of a Planet, and immediately end if you fall unconscious or change which planet you are being blessed by.
Spell Bonus. Whenever you cast a spell with a cast time of 1 action or longer, you can also cast a cantrip as part of the same action.
Persistent Effect. Whenever you make a damage roll, you deal additional damage equal to your Wisdom modifier. This bonus is increased by a further +1 for every damage dice rolled beyond the first.
Action. You can use the Attack action to make a special attack. Make your attack roll as normal, and on a hit, the value of all damage dice you would roll is halved, but the number of damage dice rolled is doubled. For example, if you would roll 2d8, you instead roll 4d4.
Spell Bonus. Whenever you cast a spell at 1st level or higher, you gain a bonus to your AC equal to 1 + the spell slot level expended until the start of your next turn. If you cast a cantrip, your AC increass by 1.
Persistent Effect. You are considered one size larger, your reach is increased by 5 feet, and you can move through spaces occupied by other creatures as if they weren't there. If you end your turn in an occupied space, you take 1d10 force damage.
Action. You can use the Dodge action to become especially difficult to pin down. Until the start of your next turn, any damage rolls made against you only deal their minimum damage. For example, a damage roll that would deal 2d6 damage instead only deals 2 damage to you.
Spell Bonus. Whenever you cast a spell at 1st level or higher, you can remove one condition from either yourself, or one of the targets of your spell. The condition can be blinded, deafened, paralyzed, or poisoned.
Persistent Effect. You are unaffected by difficult terrain, and do not suffer the negative effects of any weather or environmental hazards. Additionally, you do not take fall damage if you fall a number of feet equal to or less than 10 x your Wisdom modifier, and you only take 1 bludgeoning for every 10 feet fallen thereafter.
Action. Whenever you use your action to make an attack or cast a spell, and that action doesn't apply any conditions, you can choose to force the target to make a Constitution saving throw against your spell save DC. On a failed save, the target is either blinded, deafened or paralyzed until the end of your next turn.
- Gifts of Anadia and Chandos
At 6th level, you are able to receive blessings from Anadia and Chandos.
Spell Bonus. Whenever you cast a spell at 1st level or higher, you or one target of your spell gains a bonus +10 to all of their movement, and ignores difficult terrain until the end of your next turn.
Persistent Effect. Your walking speed is increased by 10 feet. Additionally, you are granted a Burrow, Climb and Swim speed equal to your walking speed. If you already have one of these types of movements, you instead increase that speed by 10 feet. Additionally, you do not take fall damage if you fall a number of feet equal to or less than 10 x your Wisdom modifier, and you only take 1 bludgeoning for every 10 feet fallen thereafter rather than the usual damage roll.
Action. As a bonus action, you can cast Misty Step. You can do so freely once per short or long rest. Every additional time thereafter, your current and maximum hit points are reduced by 4.
Spell Bonus. Spells you cast are cast at one spell slot level higher.
Persistent Effect. Damage dice and healing dice rolls you make all become d12. The result of these rolls are then reduced by 1 per die rolled.
Action. As an action, you can willingly reduce your AC by 1 to increase the number of dice you roll during damage rolls and healing dice rolls by 1. This bonus is cumulative, increasing by 1 each time you reduce your AC in this way, and lasts until you are knocked unconscious, change your chosen blessing to a different planet, or finish a rest. Ac lost to this effect can only be regained during a short or long rest, and not by any other means.
- Gift of Glyth
At 10th level, you are able to receive blessings from Glyth.
Spell Bonus. Spells you cast have their cast range and any areas of effect doubled, and spells with a range of Touch can target anything within 10 feet of you. For example, if you cast Erupting Earth, its cast range is increased from 120 feet to 240 feet, and the area affected increased from a 20-foot-cube to a 40-foot-cube.
Persistent Effect. Whenever you affect another creature with a spell cast at 1st level or higher, you leave a mark on that creature for up to 1 minute. Whenever you cast a spell, you can choose to cast the spell from their location instead, using the original range of the spell, and consuming the mark in the process.
Action. You apply Glyth's mark to all other creatures within 60 feet of you.
- Gift of Garden
At 14th level, you are able to receive blessings from Garden.
Spell Bonus. Whenever you cast a spell, you regain a number of missing hit points equal to your Constitution modifier.
Persistent Effect. Whenever you end your turn without moving, you gain a bonus to your AC equal to your Wisdom modifier for as long as you don't move while under the effects of Garden. While your AC is increased in this way, the healing you gain as part of Garden's Spell Bonus is increased to an amount equal to your AC instead.
Action. As an action, you release a wave of binding roots and vines. Creatures you choose within 30 feet of you must succeed on a Dexterity saving throw against your spell save DC, or become Restrained. You regain a number of missing hit points equal to your Constitution modifier for each creature restrained in this way. A target can retake the saving throw at the end of each of its turns, ending the condition on a success and becoming immune to this effect for 24 hours.
- Gift of H'Cathas
At 18th level, you are able to receive blessings from H'Cathas.
Spell Bonus. Whenever you cast a spell that would target one creature, you can also target a second creature within range to the same effect.
Persistent Effect. Rather than having an Action, Bonus action and Reaction each turn, you instead receive a number of Tokens of H'Cathas equal to your Wisdom modifier (minimum of 2 tokens). Actions consume two tokens, and bonus actions and reactions consume one token. While under the effects of Speed of Light, your first spell you cast with a cast time of 1 action only consumes one of these tokens. You regain all expended tokens at the start of each of your turns. Actions, bonus actions and reactions made using these tokens are considered their listed action type as normal.
Action. As an action, before you make any other action in a turn, you can consume all of your available tokens to regain 1 expended spell slot.
- Planetary Conjuction
Whenever you adopt a new blessing, you retain the benefits of your previous blessing as well, allowing you to be blessed by two planets at any given time, rather than one. Whenever you finish a long rest, you chose your primary and your secondary blessing.
Astronomer 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 astronomer class, you must meet these prerequisites: 13 Wisdom.